Sir Holton

Traianus Decius Aureus's page

Goblin Squad Member. 104 posts. No reviews. No lists. 1 wishlist. 3 aliases.


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Goblin Squad Member

A fellow in our company got a Crusader's Plate recipe (Armorsmith 19 or 20) drop from Mordant Spire mobs about 2 months ago.

Goblin Squad Member

As someone who loved piloting and equipping my starfighter in SWG, I miss the game terribly. Nothing out right now duplicates it, and I think the EMUs are far off from implementing JTL.

It is easy to roast SOE over the CU and later NGE. To extent they should be- the implementation and communication was terrible with those changes. However, SOE was the patsy. LucasArts was the real problem. They had unrealistic expectations for subscription numbers, and rather than build on what they had, LucasArts burned the house down.

But even after the disaster that the NGE was, there were still some fantastic things that were put in the game. The Battle of Hoth Heroic is still my favorite raid-style content in any MMO- tough, requires exceptional teamwork, substantial. Plus you either got to pilot a snowspeeder or AT-ST. When LucasArts forced the shutdown due to the release of SWTOR, the devs had implemented atmospheric flight, so pilots could finally drop down from orbit and provide air support for their ground allies.

If LucasArts hadn't been so focused on unrealistic numbers, and SOE had a better dev team in place- what a game it could have been with the later content.

Goblin Squad Member

Bluddwolf wrote:


I think it might be between 500 - 600 active players, not counting multiple account holders more than once.

Far below the 10,000 that was predicted or hoped for.

Hard to tell with our limited means of measuring active players, but I think your close to the mark, if a bit on the lower side.

But the reality is there isn't much of a game yet. I've enjoyed myself so far, but as training things becomes increasingly infrequent, achievements need 1000s instead of 100s, the settlement game is not fully functional and meaningful PVP is rare- I can see how many just won't bother with it.

Goblin Squad Member

I don't have any problem with open, free PVP within a dungeon- simply two competing groups trying to get resources. No different than fighting over T2 escalations currently.

However, if the dungeons are instanced (as in you find the entry in the gameworld and then enter with a loadscreen- same with leaving), I think you are asking for trouble with people loading in and being killed before they have a chance to do anything, perhaps even being killed before they are actually loaded in on their client. So you'd either need some type of spawncamping protection, similar to the shrinecamping debate going on over at GW, or maybe provide multiple exits from the dungeon or random exit points.

If the dungeon isn't instanced, and you can see anyone loitering at the entry as you get close to the exit on the minimap, then I think that concern is eliminated.

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If half the energy put into this forum pvp was actually put into in-game pvp, poor Savage Grace would never have had to start this thread...

Goblin Squad Member

I've had that happen to me twice. Both times my party couldn't heal me although they should have been able to, and I had to relog in order to rez.

Goblin Squad Member

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The GW forums are very lackluster at the moment. For a gaming forum, I find PMs, Search and a Dev Tracker to be invaluable. The layout over there is not particularly intuitive (I've yet to really figure out where people post over there- it certainly isn't in the more specialized fora that are immediately visible).

This forum isn't perfect, but it works better for me.

Goblin Squad Member

FYI, this affects PVE as well as PVP. You don't see it as much in PVE unless you are tackling a T2 escalation were you may end up with some people kiting.

Goblin Squad Member

Fantastic job on this! I will get a lot of use out of it...

Goblin Squad Member

Skorn wrote:

So, my character spawned in EBA territory. I do not want to join EBA. But now I must either seek permission to gather where I was "born" or leave? How nice of you guys. I do not mind you claiming hexes, but to also claim all the resources as your property truly seems like theft. Theft of both resources and theft of game enjoyment. Let me ask this openly: If I ask for permission will you tax my gathering?

I am still learning this complex game. It is not a given that I will keep playing it. I see your threat of killing me simply for for gathering as a reason not to keep playing. I do not enjoy paying money to be bullied.

You could head North to Ozem's Vigil or Forgeholm if LG Cleric/Fighter settlements interest you. Both the Free Highlanders area and High Road Covenant would be more than happy to help you find your footing in game.

Goblin Squad Member

Tyncale wrote:

or because I have 11 Crafter and Refiner Alts there, each with about 500 units worth of Encumbrance in the Bank, that I can impossibly move to another location. :D

I'm sure Ozem's Vigil and Forgeholm would be happy to help you move over to Guardheim :)

Goblin Squad Member

Al Smithy wrote:
Quote:


1) Some people will never, ever like PVP, and will react quite negatively if forced to PVP.

2) Some PVPers do not understand that mentality, and react negatively to it, further reinforcing negative stereotypes of PVPers.

It seems like this game was advertised to have open world PvP as a core feature, so I feel that #2 is somewhat more justified than #1.

Yes and no. If you followed the Kickstarter, Blogs, and Forums, yes you should be well aware of what you are getting into. However, we have picked up a number of people who are Pathfinder players/fans who have jumped into the game because it is Pathfinder and don't have that foreknowledge. While I'd never jump into a game without looking at all the info out there, others don't, and the game itself doesn't make any of the "open-world PVP sandbox" gameplay clear at all.

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I think this thread perfectly illustrates a number of PVP-related issues:

1) Some people will never, ever like PVP, and will react quite negatively if forced to PVP.

2) Some PVPers do not understand that mentality, and react negatively to it, further reinforcing negative stereotypes of PVPers.

3) People hate losing stuff, and generally react poorly to it.

#3 is tricky. GW has set up the current system to make PVP rewarding- the winner has the possibility of walking away with some nice loot. However, many times, that loot really means little to the victor, but means much more to the loser, and he basically loses everything. You then add onto that the item decay from dying, so the loser is doubly penalized. People who PVP often may not care about that, but those who don't PVP often will, and they probably aren't good enough at PVP to avoid dying often.

At one point in SWG space PVP, dying meant significant decay to your ship equipment. Once people found out that the gun or engine they spent a year building would be destroyed in 2-3 nights of heavy dogfighting, they stopped PVPing. Not switch out to cheap, lower performance parts- stopped PVPing altogether. Once PVP decay was eliminated, PVP picked up again. My fear is the current system will ultimately push the bulk of the population into heavily defended settlements with a few excursions every day or so for bulk resources. Those looking for PVP will have a difficult time finding it.

I'd prefer a system that doesn't heavily penalize you for losing in PVP and as a result doesn't push people away from PVP. I'm all for rewarding PVP, but a zero-sum game between victor and loser is a tough sell.

Goblin Squad Member

I know it can lead to a lot of issues when mobs overspawn, but once in SWG, there was a bug that prevented Kessel and Deep Space from resetting properly, leading to hundreds of enemy ship spawns coexisting. For a casual pilot, it was a nightmare and deathtrap. For a diehard pilot, it was exhilarating.

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Well done! When can we expect Hotel Golgotha to be released?


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From the THE DECLINE OF MMOS ~ BY RICHARD BARTLE (MAY 2013) thread...

For what's worth, I don't care about fancy graphics- I turn them down whether or not I need to. I'd much rather have a fun game than a pretty one with boring gameplay. That is why I have no problem firing up the old SSI Goldbox games or Baldur's Gate games to play- they are far more fun to play than most modern RPGs even if the graphics are archaic.

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Deianira wrote:
Rorin Doombringer wrote:

I don't do reddit...or facebook for that matter..or twitter...

I'll stick to the forums..

<hug>

I thought I was the only non-facebooking, non-tweeting dinosaur out there!

Being a dinosaur isn't all that bad, especially if you're a T-Rex. If Twitter and Facebook disappeared tomorrow, I'd neither know nor care...

Goblin Squad Member

Bluddwolf wrote:
Ryan Dancey wrote:
I'd be happy to spend more time interacting with the community on reddit, tbh. The exposure would be great. Incubating here on the paizo.com forums has been wonderful but we need to start to push out beyond the group of people who are already deeply vested in Pathfinder and talk to MMO enthusiasts in general.

That exposure is just as likely to be negative and I think Reddit will be less restrained than what you have here.

"Beware what you wish for, you just might get it", springs to mind.

I agree, exposure is great but reddit probably isn't where you want to get it, at least at this point. When EE is in full swing, and OE is on the horizon, I could see reddit being more useful (in a very fringe-type of way).

Additionally, I would be hesitant to further fracture up the discussions at this stage- it would seem to counter-productive to both the devs and us to have multiple discussion areas to keep tabs on.

Goblin Squad Member

Being wrote:
Could you speak more toward your vision of how things should be? You aren't suggesting all characters should always be completely equal are you? If that were the case we wouldn't...

Ideally, I'd have it take 2.5 years to max out a narrowly defined role- ie. a sword and shield fighter, or healing-focused cleric. In that narrow focus, the 2.5 year player is no worse mechanically than a 5 year vet. Clearly the vet has 2.5 more years worth of practical experience in the game, and has had the ability to have a wider focus of skills and abilities to draw from, but in terms of the core role, they are mechanically equal.

Player X has had 2.5 years in game. He has narrowly focused on becoming a greatsword wielding, heavy armor wearing fighter. Mechanically, he is no worse in that narrow role than any cap player. However, he has zero gathering/crafting skills. No range attacks, and has little skill in any weapon but a greatsword. No stealth, and his perception is low.

Player Y has played for 5 years. He is also a greatsword wielding, heavy armor wearing fighter. Unlike Player X, he has been able to train in some ranged attacks with a crossbow. He can switch to sword and shield if needed. He has trained in stealth and perception. He has advanced social and knowledge skills that make him useful to his settlement in ways beyond combat.

Factoring out player experience, if the two met in combat, it would be a fairly even fight from a depth perspective (they both are capped at their role). The vet would have an advantage from the breadth of his training. Additionally should the two team up, Player X can still contribute in his role at the highest level, even if he lacks the versatility of Player Y.

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KarlBob wrote:

Simple answer: Don't min-max a combat monster. Besides, 5 years is a ridiculously long time to singlemindedly pursue a single build. I'm confident that many people who set out to do that would burn out and move on to another MMO long before 5 years.

While that isn't my playstyle, for a significant chunk of MMO players, it is. You can't ignore the fact that there will be min/max players, and their $ is just as good as yours. People, in any significant quantity, burning out before reaching "cap" and moving on is a big problem. The way this game is set up, we want people in here for the long haul. A sandbox game needs a stable base of players, not the churn of a themepark. Taking ~5 years to reach a max build may be fine for some players, it really will be a turnoff for PVPers and min/max'ers. GW is going to need as many subs as possible- this game is going to be a hard sell to the average MMO player, and to the average TT player- and should err on the side of reaching a max role too early rather than too late.

Andius has some valid concerns, and what I have witnessed in other games mirrors his concerns. 2- 1/2 years seemed about right for a max role, ~5 seems excessive.

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Andius the Afflicted wrote:
celestialiar wrote:
Edit @ Andy: I thought this was a kind of gap bridging game for table toppers. They can't very well remove those features. If they are in, they will be central to the game. That IS the game, but I don't see how catering to table top players for the nuances is wrong. Why wouldn't we just go play another game then? When you've lost the table top influence, what does PFO have? No offense to GW, but as much as they are marketing to open world people, the game is open world... Pathfinder Online. If it becomes any more namesake only, they are going to alienate both camps.

My issue with the tabletoppers is that a great many of them are continually seeking to marginalize the role PvP will play in this game, and put off it's implementation in favor of PvE content and flavoring.

Without PvP content this game fails. It is our primary content driver and it needs to be a top priority for this game to succeed. Farming ogres with an inferior combat system to most theme-parks will not lead to the success of this game. Not even with more core classes.

I think you may be falling into the mindset that plagues other MMOs- that PVE and PVP are mutually exclusive. That if anything is done to cater to PVE players, it takes away from PVP. It is not a zero-sum game. Flavoring, core classes, interesting things to do when not PVPing all ultimately help the game as a whole, including PVP.

I want to PVP. I want settlement wars. I want to build and fire siege engines until the walls of my enemy's possessions are rubble. But I want to do those things as a paladin-not as a fighter, not as a cleric. They are not the same thing as a paladin, in PVE or PVP. Preferably, I will be PVPing from the back of warhorse riding down evildoers with my lance leveled. But there is no paladin class in the game yet, so my PVP time will be less as a result. I'm sure there are other players who want to play rangers, monks, druids, etc... that would love to PVP- once those classes are available. Pushing to get core classes and races into the game faster would probably help increase PVP numbers faster than some of the peripheral PVP-related systems (a nuanced PVP bandit/merchant mechanic means nothing to me if I can't participate with the class I want to play, but I'll fight in a bare-bones PVP system if I can do it with the class I want).

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Bluddwolf wrote:
<Kabal> Dan Repperger wrote:
Ryan should love this. Studying market data is a hobby of his.
I wonder what the market data of the $60.00 monocle turned out to be. From what I could gather, only 52 were sold and it essentially turned the MTX market in EvE into the butt of many jokes.

At one point, LotRO was going to put a child's wooden horse "mount" into their store for a whopping $50. They quietly dropped the idea after the Bullroarer crowd spilled the beans to forums and the threadnaught that ensued universally despised the idea.

Goblin Squad Member

While I understand PFO wants to be its own thing, I think it might be useful to see how another successful MMO handles this problem. I will use LotRO as the example since I'm most familiar with it:

1) Any class that can use a range attack takes a hefty miss chance penalty while moving and shooting. I believe it is a 60% miss chance, although it feels much higher in game. You also must be facing the target. Guardians and Champions also have a special range attack, Let Fly which gives bonus damage and has increased range. You must be stationary to use it.

2) The Hunter class uses bows or crossbows as its primary weapon. As a general rule they have two types of range attacks, some are stationary, some allow for movement.

The stationary attacks as a rule do significantly more damage or have very useful crowd control ability. The better the skill, the longer you must stay still, and there is the possibility that you could be forced to take longer to fire the skill if you are damaged or have it interrupted outright. They also have a longer range.

The mobile attacks as a rule do less damage, or require "Focus" which is gained slowly during combat and faster by using stationary attacks. They also hamper your movement to a slow walk rather than letting you run and their range is shorter than the stationary attacks.

3) Hunters have three specialization lines. One enhances your stationary attacks, allowing you to do more damage to enemies before they get to you. One allows you to perform mobile attacks better and build focus quicker. The third focuses on traps and CC, to keep the enemy from closing on you quickly.

4) Caster classes also have a similar setup to Hunters- a mix of skills in which some can be cast on the run, others require you to be stationary. Again, if its powerful, you're going to have to stand still to cast it.

5) Almost all classes have anti-kiting abilities, whether stuns, dazes, movement debuffs.

Some of you will probably think all of that stinks and is unfair to range/caster classes. The thing is, in PVP, those classes are still the best choice. But the thing those restrictions do is give melee types a chance at competing. Most melee types can live with that.

IMO, PFO currently doesn't do that.

Goblin Squad Member

As I have said in other, similar, threads- I would much rather have an immersive game with great gameplay than flashy graphics. My sense is that most people are here for the gameplay potential, not pretty graphics. If the gameplay is good, I can make do with VGA graphics circa 1990.

Goblin Squad Member

Nihimon wrote:
Caldeathe Baequiannia wrote:
...And now, to give you a little insight what it's like to be inside a writer's brain, I will be obsessed for a few weeks, or months, with needing to write a zombie short story called "Necromancing the Stone."
Once you finish it, for the love of God, just stop and walk away. Don't go back to that well; there's almost certainly only enough material for one decent production...

I think the world absolutely needs a "Jewel of the Defile(r)"...

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When I started in TT, our characters were nothing more than their initials to indicate where they were on a piece of graph paper that we hand-mapped as we explored.

You people are all soft!

Goblin Squad Member

Guurzak wrote:
Why do people want to game on laptops? A desktop always gives better performance for a given dollar value, with much better upgradability for the future.

The ability to not be tied to one spot. I game on a laptop so when my wife decides to watch a "Real Housewives" show, I can go play in a different room and not be forced to smash the TV to make the idiocy stop.

It is true desktops are more cost effective and easier to upgrade, but laptops have come a long way and the gap is closer than you'd expect.

Goblin Squad Member

Duffy wrote:

Is filling the land with armed camps and kill on sight guards really about community? Or is that focusing on just your community?

I want this game to avoid the trap of EVE and other sandboxes where ownership is king above all else. I want their to be a balance to it and a sense of give and take.

That's the rub... ownership is king. All of your advanced training is tied to your settlement and how well-developed it is. Every character, alignment aside, it incredibly dependent on their settlement and as a result has every incentive to protect it at all costs. Resources matter to our settlements and to our characters and freely letting other harvest on your lands is just a bad idea based on how the game's mechanics are at this point. Hopefully, settlements will create alliances to expand our communities, but I have zero desire to put the needs of any settlement above the needs of my settlement.

That doesn't mean I won't help other lawful, good and/or possibly neutral settlements I have no alliance with if the opportunity arises, and I'm not looking to attack everyone with a trespasser or criminal flag on sight, but my community comes first and if you are bulk harvesting the stone we need to upgrade our settlement, you will be held to account. Nothing in any of that is contradictory to Lawful Good.

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Duffy wrote:
Caldeathe Baequiannia wrote:
Duffy wrote:
I know in game there aren't huge needs like food to survive, but if you think of an example like say 'Robin Hood' where someone's an outlaw because they've been taxed too heavily and it's illegal to poach a deer to feed their starving family how would you define the behavior of the Sheriff and King John? Certainly not Lawful Good.

Lawful Neutral or Lawful Evil. It's not at all out of touch with the system.

A character that harvests coal and iron to make a better weapon and armour or to sell is not exactly in the category of a poacher who takes only what they need.

Agreed but that's kinda of my point, everything in the game is essentially self centered and greed based. That limits a lot of alignment interactions if every conflict will be resolved in favor of 'my greater good', which usually means means take from you and give to me.

What if making those swords is the only thing that's keeping that guy's settlement from being overrun by an Evil settlement? Is the LG character then in conflict? How are you going to make that an in game mechanical decision?

The answer is: you can't. There are a million different nuances to how to deal with a given situation based on alignment. There simply isn't a way to program the game to account for that in one situation, let alone hundreds of possible situations.

And to answer your question: if you are about to be overrun by an evil settlement, I would suggest asking the LG settlement for help. Not only would you not be violating their laws and making yourself a criminal, but they probably would help you out with already-crafted weapons and send a group of soldiers/adventurers to actually help you fight the evil settlement.

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Duffy wrote:


Well that gets into how you interpret various alignments. Murder, regardless if it is legally sanctioned, is still considered an Evil act. It's one of the few ways to distinguish how a LE entity would carry out the punishment compared to a LG entity.

If the E and G in LE/LG are just 'flavor words' then what's the difference? They aren't supposed to be easy alignments, and the reasons they are generally not supposed to be easy is because you can't always do whatever you want. In your example is killing a character over a log they harvest really a Lawful Good thing? Or is that Lawful Stupid? Shouldn't it mechanically leave the murder option as the last possible thing an LG character can do?

The reason I like the complexity of trade offs is that it encourages you to not just lock your little world down and call it a day. It encourages other behaviors that may have beneficial options. Otherwise everyone locks their corner down and hands out papers to their buddies. Which is really boring and against the idea that settlements are dependent on outside entities.

If we are talking about a TT game, I agree. There are many options for dealing with illegal harvesting that allow for differences in good and evil settlement.

However, the way this game is set up, an illegal harvester is flagged as a criminal. The only punishment for being flagged a criminal is PVP without repercussions (perhaps limited to "enforcers" of a settlement). Mechanically, you either take out the criminal, or you get corruption. If you make taking out the criminal an evil act, then a Lawful Good settlement can't enforce its own laws without either becoming evil or becomes chaotic because it doesn't enforce its laws. The only other option would be to let anyone harvest within their lands, which would be a detriment to your settlement because settlements are significantly dependent on those resources to grow. You would basically strangling your own settlement as well as potentially giving your rivals and enemies free reign over your resources. That isn't interesting gameplay, it isn't forcing meaningful interaction, its just bad gameplay design.

Under the current intended design, give a harvester fair warning he's breaking the local laws and let him decide if he wants to risk a criminal flag. Otherwise, the devs need to code a more refined punishment system for criminals that would include ways to levy fines and time-outs for jail, so death by PVP isn't the only available option to a settlement looking to enforce their own laws. But I somehow think that the playerbase as a whole would never agree to the later.

Goblin Squad Member

Duffy wrote:

I think a key detail aside from all the types of mechanics you guys are talking about (which are important) is that the Laws themselves should affect your settlement in some way. If your Laws are super restrictive and allow you to kill interlopers willy-nilly you should have a strong Lawful Evil alignment shift which in turn affects your building options.

Stuff like that is important to increase the varied interaction and decisions players can make. If everyone can just set their territory to 'friendlies good, everyone else bad' it's really boring interaction.

I disagree with that. A Lawful Good settlement enacts laws for the betterment of everyone in the settlement. Enacting laws to protect resources for its citizens and the benefit of the settlement is not evil. They are under no obligation to make life easier for nodejackers coming from outside settlements (and possibly chaotic/evil ones, at that). Friendlies from other settlements could be given harvesting rights through some mechanism, and neutral parties should be able to purchase temporary rights if the settlement wishes to sell them. I doubt there will be punishments outside of the criminal flag, so it would be up to parties involved to agree to a punishment without PVP. I, for instance, may ask that they hand over anything they harvested and escort them out of our territory. Others may opt to just kill the criminal. Neither of those options should be rewarded or punished in regards to alignment.

Basically, if you want to nodejack in someone else's territory, you a) need to work something out in advance (diplomacy, money, trade goods, whatever) b) bring a bunch of friends to protect you when you get flagged as a criminal and PVPers come after you or c) move and harvest quickly, hoping you can avoid PVP. All of those are meaningful choices if you decide to harvest in someone else's backyard.

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I hope that Engineering will eventually encompass the construction of siege weapons, siege equipment, fortifications and possibly civilian architecture.

Interestingly, classical engineers were expected to be architects, public works engineers, and siege engineers. Vitruvius' treatise on architecture was 10 books in length, the tenth of which is devoted to the design and construction of siege weapons/engines. In the early Renaissance, Alberti's work on architecture began with how to properly design and construct fortifications for a city.

I would be very disappointed if engineers in PFO did not have those things under their purview.

Goblin Squad Member

Saiph the Fallen wrote:
Being wrote:

@Quietus: Right. So what about game designs that aren't themepark? All that there is, is us. And whatever we manage to craft. The company has said they won't sell anything in the store that players can't make, or at least make its functional equivalent. They said all the best weapons and gear will be crafted. Now they offer a little cabin in the woods we can theorycraft strategies over and suddenly there's this huge hue and cry about pay to win.

It is BS.

I don't think there is a huge cry but rather a wariness of pay to win, or perhaps, "pay to have an advantage." And there will always be issues with a cash shop that has anything other than cosmetic items. I'm a fan of Goblinworks, obviously, and I do hope my hesitance is proven entirely wrong. But what can I say? My heart is jaded from other games that have ruined my gaming experience by adding items to a cash shop that are frankly unneeded; blame the MMO industry for our reluctance.

If anyone can make this work though, it's these guys.

I certainly agree with this. There is nothing worse than to see a game you love slowly devolve into a blatant cash grab. New, heavily hyped features arrive, and you find out the only way to make real use of them is through the cash shop or a grind is made so onerous that your only option to to pay to reduce it.

My gut says GW will find the right balance with the cash shop, but it is a very slippery slope on which to balance.

Goblin Squad Member

Old enough to know better, still young enough to not really care :P

Goblin Squad Member

KarlBob wrote:
Really? I'm only familiar with that trick from EVE Online.

It happens in most of them. On my LOTRO server, I lost count of the number of Legolas variants somewhere in the 150 range...

At least with that one, I understood that hoards of preteens and teens wanted the name due to the books and movies, but I've run into at least 10 variations of IKillYou which is just an awful, uncreative name.

Back on topic, I don't mind a company being able to change its name, but its naming history should easily be available- you should be able to escape your companies misdeeds by simply changing your name.

Goblin Squad Member

Andius the Afflicted wrote:

I think the solution is giving settlements control over resource extraction in their territory.

You do this by:

1. Giving them the ability to criminalize resource extraction by people under a certain diplomatic status in their territory.

2. Allowing them to sell or give away items that grant temporary harvesting rights within their territory.

If you don't have the diplomatic status to harvest, and you don't have an item granting you rights, you get criminal flagged and a bump toward chaotic for doing so.

It doesn't solve them swarming over the resources inside the safezone but I don't believe that should be discouraged. If they go outside the safezone though, most of that is claimable territory.

I think that is reasonable, although I do think some form of warning regarding harvesting rights would also be reasonable so those that do not intend to illegally harvest can bypass those nodes.

Goblin Squad Member

In a back corner, a paladin of Iomedae sits looking a bit weary and worse for wear. He silently listens to the cheerful bar maid recount the day's menu.

"That truly sounds delightful. However, all I require is a glass of sour wine mixed with water and a touch of honey, some bread and a small slice of mutton."

Slightly disappointed, the young girl asks "Will you be at least staying to see Gwalchmai? He is really quite something."

"No, the night is young, and I have work to do."

Goblin Squad Member

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Cinderwell wrote:
Hardin Steele wrote:
I would agree that any role that is mechanically excluded from reaching a specific attribute number (thereby hitting a "closed gate") would be at a disadvantage for a specific function. Still that would be a choice made by the player as they choose a career path and role. But, we do need to know what is required in stats, attributes and skill/role choices so we don't begin training up a dead-end career path. Experience is too expensive to gain to waste thousands of XPs on a non-functional skill tree selection.
I think what he was getting at is that Evil Settlements can't produce Lawful Good Paladins, so it's not a choice for their members' career paths.

I don't see that as a problem- it is a meaningful choice. You choose to make your settlement evil for whatever reasons you think it benefits you. This sounds like a repercussion of that choice. LG settlements shouldn't have assassins and removes options for member's career paths as well, which is a repercussion of that choice.

IMO, working as intended.

That said, adding in Blackguards or anti-paladins at some point makes sense, due to their long history in TT. But I hope the devs avoid a tit-for-tat mentality between Law/Good and Chaos/Evil. Things can be balanced overall without being equal in everything.

Goblin Squad Member

This reminds me a bit of the /escapepod command in SWG space combat. PVP pilots would use it when their ship was severely damaged but not destroyed. When the pilot podded, his foe was denied getting any GCW points (needed to maintain PVP rank) and a notch in their kill count (bragging rights). Needless to say, this was a very divisive tactic in the PVP pilot community.

I plan to make attacking me as unprofitable as possible, but I'd prefer to do it by not carrying anything that can't be threaded or carrying as little of real value as possible rather than furiously deleting items in combat or investing in a scorched earth skill.

Goblin Squad Member

Kobold Cleaver wrote:

I, for one, am totally in favor of aranea PvP. Can they be like the ones from Isle of Dread?

Poor Hatoi.

We can only hope so... although I much prefer the aranea from Talons of Night and their immortal patron Arachne Prime.

Goblin Squad Member

I'm open to this as long as:
1) It is incredibly expensive, as in you'll blow 2-3 months worth of influence to do it
2) It must be close to your settlement
3) It is limited to 1-2 hours per influence expenditure
4) declaring it on a starmetal hex, or other hex with significance, incurs an increased cost

Goblin Squad Member

Gol Cyneric Torrin wrote:

Honestly with the way rep is right now, I doubt few if any harvesters will be killed out in the wild, unless said harvester is in a feud with a company. It makes no sense to kill a harvester, the rep hit is far too high to make it even worthwhile for a lulz kill, harvesters will be the safest people there are most of the time.

A harvester that is worth a damn will be max rep always, someone hits you and takes your t1 goods, the attack just lost enough rep to maybe boot them out of their own settlement. Effectively 2 harvester kills in a 1 month span is enough to make your character utterly useless unless you are in a low rep settlement, and as far as I'm aware no one on these boards is planning on going low rep CE currently. Therefor harvesters will generally be the safest people in this game.

Of course if it's a feud or war state then you're free game, but that's more abnormal play as that costs a resource to initiate.

That is why the Stand and Deliver mechanic exists. Utilizing that will prevent any rep loss unless you're a psychopath and kill a harvester that has handed over their resources anyway.

Goblin Squad Member

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-Aet- Charlie wrote:

Wow, so this has been a thread.

To the point: I think the argument for reputation free pvp zones for skymetal hexes has merit. It is the highest reward, it would make sense for it to have the highest risk as well.

It inherently already has the highest risk associated with it- you are carrying the most valuable resource in the game. That makes you a bigger target. You don't need to add any other incentive to try to kill the character.

Just because the resource is valuable, and you want it doesn't mean the normal rules should be jettisoned.

Goblin Squad Member

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Caldeathe Baequiannia wrote:
Aet Areks Kel'Goran wrote:
Also, for the record I have no problem with it being turned all the way up in areas that are supposed to be completely safe, IE starter towns.
Ah, so things you want to do may have a high penalty in places you don't care to go, as long as they have the minimum possible penalty where all the good stuff is?

I wouldn't paint Aet Areks with that brush at this point, but I have known many PVPers in a lot of different games and that was a very common attitude among them.

As I see it, we don't need to change the PVP model for these hexes. If the resource is valuable enough, you have these choices:
1) harvest it yourself, and bring adequate protection in order to do so
2) issue SADs to harvesters loaded down with the resource
3) kill harvesters to take their resources or eliminate competition, incurring a rep penalty for doing so.

Since the best gear requires that resource, there will be plenty of people doing all three of the above. All three options work within the PVP system as it is currently envisioned. You have the choice in how you gain the resource, and all three have costs (guards and time for harvesters, influence for SADs, and rep for murder and pillage.) Therefore, I'm not convinced anything needs to be done to those hexes to "encourage" PVP. The value of the resource is the only encouragement required.

Goblin Squad Member

Don't like the idea of it at all. All you'll create is a griefer lure that happens to be on top of the most valuable resources in the game.

If you want to randomly slaughter whoever you come across, I will support your right to do so in this game, but I will never agree to drop the repercussions of doing so. You want the carnage, you'll have to pay the price.

Goblin Squad Member

Caldeathe Baequiannia wrote:
Traianus Decius Aureus wrote:
By and large, I like that it will reflect the Pathfinder aesthetic. However, I wish Pathfinder didn't indulge the boobplate trope as much as it does, particularly when a fantasy show with as much T&A as Game of Thrones manages to give Brienne of Tarth a real, functional suit of armor.
Well, that's really more of a Brienne-thing than a GoT-thing

Not having read the books, I can only go by the show, and from my perspective, every girl/woman in the show who is a warrior of some type wears realistic, functional armor- Brienne, Ygritte, Yara and you could throw in Ayra and Meera as well.

That isn't to say they don't take every opportunity to show off Daenerys and Melisandre, but they aren't frontline melee fighters either...

Goblin Squad Member

T7V Avari wrote:
Vic Wertz wrote:
If you'd like an idea of what armor will look like in Pathfinder Online, look at what armor looks like in any other Pathfinder product. PFO art direction will take its cues from what has come before.
It baffles me how people still make threads about the art style they want to see for characters and gear. It's going to look like Pathfinder, duh.

By and large, I like that it will reflect the Pathfinder aesthetic. However, I wish Pathfinder didn't indulge the boobplate trope as much as it does, particularly when a fantasy show with as much T&A as Game of Thrones manages to give Brienne of Tarth a real, functional suit of armor.

Goblin Squad Member

Nihimon wrote:

@GrumpyMel,

At 2:17 in the video, from 69 meters, he fires three arrows in less than 1 and 1/2 seconds. All three hit a block that looked to me to be smaller than a 6' cube, with fairly small spread.

At 3:29 in the video, from what looks to me like about 20 feet, he quickly fires three arrows that all pierce riveted chain mail.

But I really don't want to get into a back-and-forth about it. You're welcome to your skepticism and I learned long ago it's not my place to try to change that about you :)

I know you don't want a back-and-forth about this, but a quick note about the armor shots- chain mail is absolutely terrible at resisting arrows. You would be far better off wearing a lino-thorax (linen armor utilized by the Ancient Greeks and other Mediterranean cultures).

The guy in the video is amazingly talented with a bow, but trick archery is not anything like combat archery (as noted, different bow requirements, and likely, very different arrows.)

It is also interesting to note that the two greatest triumphs of the English longbow were aided by the fact that the French had to attack uphill (Poitiers) or through mud (Agincourt). In both cases, the hampered movement allowed the archers to predominately kill the French horses, while the arrows had little affect on the French knights themselves.

Goblin Squad Member

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While I would love a Ravenloft MMO, that really doesn't fit within Golarion, particularly up in the River Kingdoms. When you throw in the Pathfinder aversion to player lycanthropes and undead, I think this idea (mo matter how cool and well-thought) needs to be staked with a silvered stake.

But getting beyond setting issues, I see this turning into the SWG Jedi all over again. Everyone in SWG tried to unlock Jedi because it was clearly an alpha class, and the few hinderances they had did nothing to prevent them spreading like a virus in a setting that should have had no more than 2 Jedi and 2 Sith. Once they made it a starting class, the game lost any real semblance to GCW-era Star Wars with Jedi on every street corner.

If you make something with this level of popularity, and make it powerful, most gamers are going to go for it. To me, that would be terrible for the setting and the game.

The only way I could even remotely get behind it is if they were limited to there only being 6 player vampires and werewolves at any time, and they had every restriction and vulnerability as NPC ones do. You could keep the ability as long as you had a large min# of kills per day (no hiding in safe zones to keep the powers) and never died. The first time you die, its gone permanently and cannot be regained by that character.

Goblin Squad Member

My main will be a paladin (Fighter/Cleric initially) and my Destiny's Twin will be some combo of fighter/rogue/ranger axe and knife fighter (think Last of the Mohicans).

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