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Downloading the installer now. Beware, evildoers!
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Yeah I'm still alive, just a bit out of the loop. My life has basically just been insane since August. All I need now is a decent computer desk to get my desktop set up on and I'm in business :D
I didn't think too hard about the details, but conceptually, I am fully on board with this. This is the fun stuff.
If "neutrality" in this sense develops in-game, organically, great. I don't see it working as an "assignment" before the game even begins to be honest.
Are bandits supposed to ignore goods going to/from EL? That'd give EL's trade partners a nice advantage too and right away makes it hard to consider them strictly neutral.
Is EL going to stay small and refrain from taking resources others might want or need? I'm not sure how fair it is to take resources from someone else and then tell them they aren't allowed to fight for them.
What about if EL's membership soars because all the "I don't like pvp" people flock to it? Is it fair to all the struggling settlements out there to take on EL's share of the raids, banditry, and pvp while EL blossoms and thrives because they were granted special status from the get-go?
Sorry to be the bad guy, but I'm just not quite sold on the idea.
I can't imagine anyone objecting to this
I think it's pretty safe to assume that those of us in the West/Northwest will gel into alliances and probably eventually nations.
I won't be able to attend, unfortunately. I just moved to a new state today, I'll be living in a hotel for a while, starting a new job...suffice it to say, I'm a bit busy right now. I'll hopefully catch the next one though!
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Thanks! Always room for more
Nightdrifter wrote: Ignoring expendables a wizard vs. fighter 1 v 1 fight is something I've spent a lot of time worrying about. So what about rogues? Are they just miserable sacks of lose, outside of sneak attack situations?
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I think Nightdrifter is a Numbers Elemental from the Plane of Math. One might integrate a prime material plane joke in there somewhere as well, if you can find the right angle.
Who really cares who is and who isn't in the RA or why. Our in-game relationships are going to largely be derived by in-game actions imo. All this pre-EE stuff is just going to "set the board" in its opening position.
But, yeah, Harad's map continues to be sweet.
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Bluddwolf wrote: I had merely suggested that all characters train basic combat / survival skills and if the need arose that they defend the settlement during a siege, they do so. I don't think this is too much to ask, to be honest. Given that basic rank 1 skills are just a drop in the bucket in terms of XP cost you really aren't asking much of a sacrifice to say hey, please train some rank 1 combat skills...just in case.
The random thread bumper strikes again!
Nihimon wrote: I would not be at all surprised to see a mega-guild capture as many Settlements as possible with "shadow guilds" in Week
10.
I would be rather surprised.
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Bluddwolf wrote: Socialism doesn't work in real life, it will be even more unpopular in a sand box MMO. This line seemed like a good idea and is sure not to cause any controversy whatsoever.
Honestly, I don't understand why you put such undue emphasis on the voices of a few. This latest string seemed to mainly just be Decius questionng you - he's just one guy with one opinion. I, for example, really don't care what your definition of "positive gameplay" is. I suspect most don't.
Has anyone made a "Who Let The Dogs Out" joke yet?

<Magistry> Toombstone wrote: <Magistry> Athansor wrote: Talonguard has always intended to be PVP, and more specifically, protection minded. We want to create an environment where enough of us are skilled at, and focused on, PVP that not everyone has to be. The requirement for a strong PVP presence has shown up much earlier than anticipated with the war of the towers but Talonguard welcomes this addition to the game and prepares its forces to combat the coming chaos.
Regardless of where you settle in PFO there will be danger, action and PVP. I urge those still on the fence about what to do in the game to take up arms (be it blade, pen, crafting tools or whatever your weapon of choice might be) in defense of Talonguard and its goals for the greater good. Help us build and protect a haven in the North-West of the early enrollment map. Help us prepare for the expansion of the map where we'll be able to influence the play experience for starting good-aligned players. From a meta standpoint we are trying to create an opportunity to positively affect the growth of PFO and the type of players we will see in it. Help us prepare for open-enrollment by getting in on a great cause from the beginning.
Whether you are PVP oriented, or not, take a look at Talonguard and what we stand for. We need people of all types to sustain growth and settlement functionality when the "mini-game of towers" is over.
Talonguard is independent and is made up of quite a few independent companies each with their own ideas. If you have no company, many of these companies are open to new membership. If you are part of a company that you'd like to settle somewhere, then come have a voice in Talonguard and help to shape the map and play experience in PFO for thousands of players. Still around, just biding our time until EE starts. Still looking for additional companies to join us in Talonguard. I'd love to welcome some more PvP focused companies and individuals myself. We're not recruiting as aggressively as some other groups, but we're still looking to take in individuals and companies who think Talonguard may be a good option. We'd like to increase the number of companies within our walls, so definitely consider us if you're thinking about joining forces right now. Contact myself or Athansor if you have any questions!
Talonguard on the Guild Land Rush page
Talonguard & Magistry forums
KarlBob wrote: An unknown name will probably arouse suspicion, even before the Under Observation tags start stacking up. Eh I'm not so sure about that. There are going to be lots of people around. Maybe at first people will raise an eyebrow at unknown names but I don't think it'll be too long before that isn't the case. People come and go, people have alts, non-residents will visit, you'll see tons of names you don't recognize. You can't go thinking "ASSASSIN" every time you see one.
Psyblade wrote: Kabal will be showing their colors soon.. figured out why they bump people out of their spots... more on monday most likely! Does using crayons give your children cancer? Tune in tonight at 11 for the answer!
Kobold Cleaver wrote: Right, guys, UNC have abandoned this thread. I declare this the first of many conquests for the Directionless Coalition! I guess. I don't really care. I fixed my w key, but now my S key is broken. This thread is now officially about the status of KC's keyboard. Any questions not related to KC's keyboard should be asked in another thread.
Thank you.
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I don't really get why anyone is arguing, why anyone cares about a membership list, or why anything related to the RA could be considered an important community issue. Maybe some context was lost in the deleted posts.
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I sympathize with the overall idea in the OP...I like to be able to log in and "work on" my character. When I log out, I like to feel like I've accomplished something and made my character more formidable in some way. That's what I find fun. I do wonder if there will be too few avenues for that in this game, but as with everything else, I'm willing to give the design the benefit of the doubt.
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Kobold Cleaver wrote: Also, I was curious and glanced at your art page. Holy crap! I have to second this. That art is INSANE. It's as good as it gets.
Anyway, welcome. I agree that the Land Rush Leaderboard is a good place to look at guild/settlement descriptions. At this point basically everyone is looking to add both crafters and pvp-focused individuals so really you could fit in just about anywhere that strikes your fancy.
Kobold Cleaver wrote: Anyways, a merchant should be perfectly capable of fighting back if he's smart and hires guards. I don't get why people are always bringing up merchants like that's not an option and they're these poor helpless lambs. I still think that "hire guards" is an overused catch-all solution that isn't going to prove viable in the vast majority of situations.

Andius wrote: We're assuming here that you already addressed the concern and that it wasn't resolved. If you stay that demonstrates apathy. I definitely disagree with this, but agree on the larger point that if you war dec a settlement or company, there are no exceptions.
Using myself as an example, I've been gaming with Athansor for over 15 years. I don't care WHAT his vision was for Magistry, I was going to be Magistry, period. Good, evil, bandit, friendly, or otherwise. My loyalty to him and my friendship with him is worth more than any in-game decision. Sure I'll try and influence his decisions, but you aren't going to win every argument.
There's really no such thing as the perfect settlement and the perfect leader with whom you will always agree. Everyone has their own opinions and you can't leave a settlement or company every time you disagree with a decision.
However, if I were a member of a settlement that someone declared war on - for any reason whatsoever - you'd never see me complain that I should be left out of it, or it's a personal issue between other people. For starters, like you say, I *could* leave if the issue were sufficiently important and I felt my leaders were in the wrong.
But more importantly, that's my damn company and my damn settlement and if you want to pick a fight with it, you better believe I'll be standing there ready to defend it.
Even if it's a personal issue with the leadership of my company, those are still the guys I'm currently fighting for, and I will have their backs. If I think they are in the wrong, and they refuse to change their position, that is where I may think about instead leaving, if I didn't have previous loyalties (and, in my case, I do) and if the issue were sufficiently important to me.
I agree, however, that any members who remain contribute by even their mere membership, and are rightly considered targets when it comes to war.
Dan Repperger wrote: FMS Quietus wrote: Do you know where those locations are by chance? :) Mine is paid up and located at the hex I outlined in red. I am not currently affiliated with any guild.
https://c2.staticflickr.com/6/5560/14441531810_816a815695_z.jpg
If Ryan or Lee is lurking around, I'm curious about revenue generation with taverns. I've seen a lot of great suggestions for the services they could offer, but my question is whether any of those services will render income to the owner. I'd hate to be paying upkeep on a tavern by running around the world scavenging for crap to sell because, unlike a merchant shop, it's apparently a charitable donation to the world! ;) Awesome! If we hold our position at K, Talonguard will be right in your backyard (and you in ours). Don't hesitate to approach us if you need help with anything. I'm sure Talonguard residents will become regulars at your tavern.
Doggan wrote: I'm still of the opinion that everyone should get a hunker down bonus. The way it works right now is a bit silly. I agree with this too, but I think that ship has sailed

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Kobold Cleaver wrote: Y'know, it might be kinda fun if meteor hexes just kinda randomly went FFA sometimes. It would set something like a 5-10 minute timer, giving you plenty of time to leave. As such, the only people who would die are people who choose to stick around, people who enter only during the window so there's less competition, and the few who think, "Okay, just one more minute of mining, then..."
It'd be like a game of chicken.
I think it'd be interesting if that were one of a number of possible random effects. Hey, it's a starmetal hex, weird **** can happen, right? Maybe sometimes it turns FFA pvp, maybe sometimes the whole area becomes radioactive and does passive damage, maybe sometimes the nodes produce double yield, maybe sometimes rare monsters spawn and go berserk. Hell, maybe sometimes the opposite of FFA PVP happens and every time someone attacks another player a bolt of lightning blasts them 30 feet away and puts a massive stun on them.
Make the hexes real wild cards.
My understanding is that hunker down does not apply to guilds in the Top 10. It seems to me that if someone breaks into the Top 10, it should no longer apply. However, if others pass them and they again drop out of the Top 10, it would make sense to me that they'd then pick up their hunker down bonus where it left off, if they didn't change spots or what-have-you.
Edit: which is basically what Guurzak said

Kitsune Aou wrote: I admittedly did not read any of the comments. I wanted to throw my lot in with, "I agree."
Speaking to my wife about the game (she's EE, but has been watching me play Alpha), she's probably going to play some hybrid between adventurer and commoner. But both she and I do not like the "commoner" title.
"What are you playing as?"
"A commoner."
"Wait, so you don't do anything? You just stand around in town the entire time?"
"No, it's way more epic than it sounds. I pick up sticks and rocks and stuff."
"..."
Why do you WANT an epic-sounding title, when the role basically IS about picking up sticks and rocks :P
I actually like it because in a sandbox, we are more than just the heroes and adventurers. We are also the laborers, merchants and craftsmen and I LIKE that there are roles for those "mundane" tasks. I'd also point out that while someone may focus on commoner skills, they aren't limited to being "a commoner" at all - they can take more glamorous skills as they see fit. This is a situation where the lack of a true class system comes into play, for me.
Vali Haggarsson wrote: The first line is when Jesus carried you... Or something... I lol'd
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Caldeathe Baequiannia wrote: Andius the Afflicted wrote: Caldeathe Baequiannia wrote: In that particular scenario, it's actually the bear I'm more worried about, but yes. Killing you for your herbs is quite a bit less offensive to me than making you fight a bear for someone's entertainment, let alone until one of you is dead. I realize this is Goblinwork's call. But I would hope this game doesn't cave to political extremists trying to cram their warped values down our throats. If you think that is a politically extreme viewpoint, then I feel sorry for your friends and relatives. I'm pretty sure that most people in civilized nations think it's wrong to stick captured enemies in arenas with wild animals and force them to fight to the death for the entertainment of other people. Even the U.S. at the height of it's persecution of "enemy non-combatants" wouldn't have tried that one.
Can you proved a single example of a nation that is not controlled by despots where such activity would be an open, encouraged, part of the system?
[edit: and by the way, thanks for the ego boost in taking me sufficiently seriously about being more worried about the bear to launch a screed at the notion. You may wish to note that I have, throughout the boards, used "wildlife" (i.e. bears) as a placeholder for referring to an assortment of NPCs, be it guards or goblins] Most people understand the difference between real life and a video game. Hell half the MMOs in existence start you off with "Go kill 10 bears/boars/wolves" as your early type of quest.
LOTRO has achievements based on number of kills of certain enemy types. Kill 100 bears in a certain zone, get an achievement.
How offensive?
Bluddwolf wrote: I have recently discovered Shadowrun Returns, loving that. That's one of the games I bought for next to nothing during the steam sale. Haven't started it yet but it's on my to do list
No problem at all with the name commoner

Caldeathe Baequiannia wrote: <Magistry> Toombstone wrote: Caldeathe Baequiannia wrote: Andius the Afflicted wrote: 2. Fights between players and captured NPCs- Think how Romans brought lions and such to fight with gladiators in the Colosseum. You understand this recreates the thing about Rome that western civilization finds most abhorrent, and reinforces the perception that gamers are just looking for a way to exercise the urges that they'd prefer to do in real life if it wouldn't get them arrested?
Killing not-like-us because they a are a threat, or have resources we need, is a large perceptual step from capturing them and killing them for sport, regardless of the risk to self. ....seriously? Who cares. It's a video game, people shoot each other in the face by the millions every day in video games. I care. Very much. I not only care about the opinions of family and friends who don't game, but also about participating in something where captives are forced to fight for their lives for sport. I have fewer issues with people who want to fight for fun, nor with people who fight and kill others for scarce resources. I'd prefer not to participate in a game where people kill other beings purely for entertainment. The distinction isn't really all that subtle. So if I'm walking along the road and a bandit kills me to loot the herbs I've been harvesting, that's all well and good. If he instead drags me to an arena and makes me fight a bear, it's morally reprehensible? And actually offensive to some of you?
Kill me, fine. Make me fight a bear, offensive?
Caldeathe Baequiannia wrote: Andius the Afflicted wrote: 2. Fights between players and captured NPCs- Think how Romans brought lions and such to fight with gladiators in the Colosseum. You understand this recreates the thing about Rome that western civilization finds most abhorrent, and reinforces the perception that gamers are just looking for a way to exercise the urges that they'd prefer to do in real life if it wouldn't get them arrested?
Killing not-like-us because they a are a threat, or have resources we need, is a large perceptual step from capturing them and killing them for sport, regardless of the risk to self. ....seriously? Who cares. It's a video game, people shoot each other in the face by the millions every day in video games.

Andius the Afflicted wrote: Right. I've always thought they could really be a fun structure to add. Purposes:
1. Fights between players- There could be several selectable objectives and the players on each side could be picked manually.
2. Fights between players and captured NPCs- Think how Romans brought lions and such to fight with gladiators in the Colosseum. You could make a way to capture NPCs and use them in the arena similarly. Using intelligent NPCs would count as slavery. (For instance using orcs, goblins, bandits, etc. would be slavery while using wolves or oozes would not.)
3. Betting on matches- There could be a system set up for making and taking bets on the outcome of the matches.
4. Training facility- Arenas could give trainable combat skills that fit the gladiatorial theme.
5. DI Effects- Holding games in the arena could increase the morale of your settlement. However having to-the-death matches (while giving the highest morale bonuses) could generate negative effects like corruption and unrest as well.
I'd also like to add that such arenas weren't always used for fighting so you could add things such as races an theater as well.
It could definitely be cool to have certain settlements actually become somewhat reknown for the events hosted in their arena.
This all gets a big thumbs up from me.
Welcome aboard. That's basically how we (Magistry) view the Accord as well.
I don't really like the idea at first glance, but I don't have any deep reasons why. Just seems out of place and kind of a tack-on to the core system to me, and I prefer the core pvp design to handle as much as possible without making special mechanics to circumvent it.
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Nihimon wrote: Urman wrote: @Guurzak, So evil characters would have free rein to kill other characters in grey hexes, with little or no reputation impact. Good character would still have alignment impacts, so if they wish to compete for Tier 3 gear, they will burn through Influence and DI at significantly higher rates than evil characters. Or they will slowly and inevitably sink to evil through alignment shifts. Or they will simply refrain from initiating combat with others in meteor hexes. Nothing says they have to lose when someone Evil attacks them. That's certainly a massive advantage to concede to someone. Letting them choose the time and place of engagements is not generally a winning proposition.
Alignment penalties without the reputation costs is a bad idea. It's too blatantly stacked in favor of evil.
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I just don't think making the area FFA is necessary. I don't like the idea of having this reputation system and then, when it matters most (at the most valuable hexes), saying "Oh, except not here." To me that's the mark of a poorly designed system.
The incentive to kill or rob someone carrying the most valuable resources in the game is already higher than in other situations - why should we remove the question of "Is this worth a reputation hit" on top of it? If I have to ask myself that question to take some wood or herbs off someone in a swamp hex, why shouldn't I have to ask myself that question in a hex where they're far more likely to be carrying far more valuable materials?
I bought about 10 games during the steam summer sale for about $5-8 each. Most of them were $60 when they were released, plus probably another $30 for each expansion that came with my purchases. Just sayin

Aet Areks Kel'Goran wrote: Crash_00 wrote: That is incredibly unlikely. Whoever is most successful in the hex is going to get those resources, or at least 75% of those resources. There is no other purpose for the PvP to occur.
No one is going to go to a high resource hex and PvP "to keep resources rare." They're going to go PvP in a high resource hex to prevent others from getting the resources. Only an idiot would then leave the resources there when they leave.
What would actually happen, assuming logically minded people are involved, would be a group moving in an denying access to the faucet "to other people" and filling their own canteens.
It doesn't make the resource rarer than it was. It makes the resource rarer to other people.
This will all happen without making a zone FFA. It will just happen less frequently. People will have to actually make meaningful decisions over which groups they attack to get control of the faucet rather than just "gank everyone coming in."
Meaningful decisions are supposed to be a part of the game. Randomly gank everyone situations are not supposed to part of the game.
How does that work, you know filling your canteen while being stabbed repeated in the back with a bastard sword? Oh, that's right. You die, unless you stop filling your canteen long enough to defend yourself. But then you aren't harvesting.
I'm not saying any resources are going to get left. That's absurd. I am saying that time spent defending yourself leads to less time harvesting. 75% of a rare resource is less than 100% thus making it resource rarer. Because face stabbing only lasts for so long before someone is dead. At which point to the victor go the spoils. There will not be uninterrupted, constant PvP nor enough to prevent the nodes from being harvested. PvP skirmishes will be just that, skirmishes - not constant, unending pvp. Unless these nodes take an hour to harvest, there will be more than ample time to scoop them up.
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