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Goblin Squad Member

Oceanshieldwolf wrote:

How do folks "roleplay" their MMO characters? I'm not being obtuse here, or simple-on-purpose - I know how to roleplay PbP or face to face, but online? Do I play my character in character via microphone? Even if there are at a later stage emotes and tavern background music, how exactly does that help? I remember bunches of folks all emoting the same dance during Guild Wars....

Any enlightening answers appreciated - this is a genuine query. See note above about lack of being obtuse - not looking for answers like "Same as you do in a PbP or face to face game" though this is the intrwebnetz so I'll likely get both what I'm looking for and what I don't personally want - if I get those I'll just have to read them anyway. ;)

I've always enjoyed RP'ing online, from my very first character in a MUD called Terris. Roleplay online requires a lot more imagination BECAUSE of the fact that we cannot see each other face to face...we cannot easily speak or act differently. Is your character stand-offish? Cold? Prissy? Are you a helpful fellow? Do you have this desire to jump into a river every time you see one? There are always little things that can assist online roleplay, if you take the time to consider your character. When wishing to RP, BE who you want to be, and don't be afraid to be an ass, if that is what your character represents. Use the different chat channels to channel your RP, general is not usually where its at, use it at a more local environment. Don't expect the entire world to RP with you, but find some people in a small area. This may be your group, or just people in a singular town.

On a side note, I cannot wait until emotes are implemented, as they can add flavor to RP, especially the ability to customize your own. Hell, I think there was a game I played where my character just hugged everyone she met. So: act the part of your character when you can, it is not always easy, but it is possible. Hopefully since PFO is based off an RPG, we will not have a community that despises RP'ers, which I've run across before, but one that supports and joins in the fun.

Goblin Squad Member

Today, my husband and I started an escalation of skeletons that was to the Northeast of Marchmont. It seemed to be a low-level escalation, and therefore a fun way to learn about them. Within approx eight-ish hours of playing, we went through approx five quests, 3 for stealing weapons, and two for purifying graves. Every single one of these quests we were unable to complete because of leaving the hexed area, dying, crashing, or even once it just reset from 14/25 to 1/25 with no warning. Also, the priest of Gorum that we had to get some type of purification potion from was set down in the middle of nowhere with no clue as to where to find him, we were rather lucky to have run across him. Beyond the mass slaughter to drop the percentage of escalation, the quests seem rather pointless because we don't know what they are for, as well as unable to finish them. This problem should likely be addressed at the very least before settlements are implemented since that will be a major problem for said settlements.

Goblin Squad Member

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Ryan Dancey wrote:

Just posted information on the Alpha Test - KNEEL BEFORE ZOG!!!!!

Just wanted to ask:

For those of us in Early Enrollment, who have a possibility of getting in the end of alpha, does that time count towards the overall time we have paid to play?

Goblin Squad Member

Nikita Diira wrote:
I agree that super-specializing would make crafting more interesting, but I think the act of crafting also has to be interesting. As I have suggested for some other actions, such as burglary, I would love to see crafting not as "put part A in slot 1 and part B in slot 2, click button" but as a series of mini-game style craft checks. Obviously, it'll get annoying to have dozens upon dozens, but if it's a single mini-game or a series of 3 or so, I think that would go a long way to making crafting interesting, especially if crafting is available as a character archetype, as it sounds it will.

Crafting mini-game/complexity has actually been tried out there, and it isn't half-bad. Both EQ 2 and Vanguard have tried ways of making crafting just a little more than click click click.