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![]() Thanks for the blog post. I have two concerns: 1) I hope we don't experience inflation a year or two down the road with hitpoint counts doubling or tripling again, damage numbers doubling or tripling, etc. Somehow it cheapens the experience to me to see a floating -5,900 hit from a fireball as opposed to a -59 hit. I realize this is personal preference, but it's just that -- what I prefer. Numbers are a tool we're forced to use in order to quantify things. The more we use them, the less they mean. 2) I may have missed a discussion on this somewhere, but I also hope that hitpoints don't immediately regenerate to full a'la GW2. I would much prefer a slow over time natural regen rate (when out of combat, maybe) similar to DAoC. This does a couple of things, not the least of which are: create interdependence between characters, make for more meaningful cost-benefit choices when deciding when to enter into combat (and thus potentially lose hitpoints), create interesting cost-benefit choices when choosing player skillsets, plus it's a convenience excuse to create a campfire, create a little downtime and have a chat. Plus, it's hard to cook potatoes without a heat source. ![]()
![]() Nihimon wrote:
Insanity, by definition. That said, I have questions and reservations about the reputation + alignment system myself. Specifically, I agree with the OP that it creates the opportunity (or necessity, maybe) to metagame or otherwise do things to artificially influence these statistics in order to achieve a desired result, i.e. kill 1,000 zombies so you can enter your friend's LG settlement, or better yet: kill 1,000 zombies so you can raise your chaos/evil rating after defending/avenging your friend in a situation where flags didn't work/time ran out/whatever. ![]()
![]() Golarion also has spaceships, werewolves, pirates, furries and slimies of all sorts, bird men, pirates, plane-touched player characters, ninjas, and pirates. I'm just sayin'. Every other fantasy itch seems to be scratched. In all seriousness I love the world and respect the creator's decisions, this is just something that has stuck with me since reading the LOTR trilogy when I was a kid. Immortal elves? pretty much. Hairy footed halflings? check. Nasty, mean orcses? Indeed. Wizards, undead, scary forests, powerful magic, ale, dragons, exiled kings, YES! But not a hair on her chinny chin chin? Really? :) ![]()
![]() I'm concerned that adding mounts will cause more problems than the benefit that having them will add. For instance: combat mechanics? will it become a virtual arms race, requiring everyone to train mounts in order to be on a level playing field. I can certainly understand why a cavalier or plains barbarian type character would want a mount from a RP perspective. I also hope that fast travel is limited and in no way similar to hearthstones or any twice/hour town recall where you can then have access to all major cities just by running through a portal. I realize this may be an unpopular stance, but I liked the feeling of the "vastness" of games by having to deal with distance the old fashion way. ![]()
![]() The thief would be flagged for stealing anyhow, and thus attackable by at least the victim if not everyone. I like the idea of the investigator, just wondering how it would benefit anyone since they can already attack the thief (maybe only for a short time). Also, I'd think the bounty would need to be player driven unless the thief stole something from an NPC. Great concept though! :) ![]()
![]() Bluddwolf wrote: It would be nice if the devs added to the flag system, a "Bot Flag", which would be permanent. This would allow us to freely attack a bot, at all times, even after respawn. That might work if they were resource gatherers perhaps, but if there is a way to manage trades or engage in arbitrage without leaving the safety of say, a tavern (see: spreadsheets from a station in EVE), then it wouldn't be an effective way of dealing with them. I like the idea though! ![]()
![]() The idea is to make it cost something for an attacker to engage someone, whether it's alignment, flagging, and the likelihood of retaliation for doing so. It's not a FFA gank fest, or at least it shouldn't be if these systems are well thought out and executed. I played EVE for a year or so, hardly ever leaving high security space and I enjoyed it. I would imagine that folks who choose not to engage in pvp (either by direct engagement or by entering an area in which they are not protected) would have the choice to spend their time in NPC-protected areas. Again, another cost-benefit; the benefit being guaranteed protection from other players, and the cost likely being limited access to crafting materials, high level structures, etc. This also creates the perfect opportunity to pay someone to take dangerous tasks on for you. ![]()
![]() I like the idea of different types of buildings based on terrain or location, like: waterwheels, water-driven mills, docks for river towns (as mentioned above). Large harbors and docks for coastal towns, fisheries maybe. Interior towns would have tanneries, smelters, lumber mills, etc. based on what resources were in plentiful supply nearby. ![]()
![]() As a roguish entity myself, I have to admit that I support the idea of traps -- both player created and possibly environmental (dungeons). I also like the idea of being able to pick locks, and think that flagging should be long term for doing so. It would also be neat to be able to sabotage crafting stations, buildings, etc. although I have no expectation that this will be part of the game. That said, I think it's fair to expect some measure of safety for one's belongings to a certain degree. NPC guards at settlements, fortifications, defensive bonuses, sufficient length of time to call for reinforcements during a siege, etc. should hopefully give settlement owners some security. More importantly, fostering inter-company/settlement trade and allowing both cooperation and competition will hopefully make battles and sieges meaningful and not something done "just because". ![]()
![]() I sincerely hope they stick to their guns and don't cave to the pressure of limiting dangerous player encounters. To me, this is a core pillar of what will make this both enjoyable and different than the other offerings in the MMO market. The systems in place for alignment, companies, settlements, etc. create a latticework in which the players will hopefully fill gaps and have meaningful interaction. ![]()
![]() I'm hopeful that they make the super powerful, fantastical buildings difficult to obtain or require specialization to get: i.e. only one deity's temple can reach max level, high level wizard/sorceror/druid buildings would be mutually exclusive (just saying this for example's sake), etc. My rationale is that if every building is accessible by every settlement (or most settlements in the case of evil/good), then it makes for a bland setting. Think of the possibilities of a merchant-themed city becoming a hub for trade, but relying on militaristic friends to keep the peace. ![]()
![]() Fiendish wrote:
I agree, summoning undead or infernals in an area that is controlled by evil shouldn't flag someone for FFA pk'ing (aside from the normal anything goes). ![]()
![]() Nihimon wrote:
Thanks, Nihimon. It was either late, or I misread something, or the alcohol... At any rate, I'll be checking out the website! ![]()
![]() New to the forums here, but as a long time gamer I would love to see 'real' darkness make a comeback to MMO's, for several reasons. I think it helps with immersion, creating a sense of danger and whatnot -- but also it creates a need for for torches, light spells, magic items, etc. all of which add flavor and complexity to a game when the trend for the past 10+ years is to dumb it down and make everything easily accessible. Some of the most fun (and frustration!) I've had gaming was running through or retrieving my corpse in Kithicor Forest. I've read in this topic about the technical limitations and whatnot -- but i have to ask: if the dev's can't stop light patching/hacking, how will they prevent radar, LOS hacking, etc. You have to draw the line somewhere. |