I have been anticipating World of Darkness, Pathfinder Online, Star Citizen. It is a great disappointment to lose World of Darkness, However it inevitably means, that is less money I send to CCP and more money I send to GW. I like the direction PFO is going, and I like the transparency and vocal participation GW has with the community. It is a stark contrast to WoD. I know PFO doesn't have an amazing AAA Budget; but the choices and directions GW are choosing I feel are wise choices. Building PFO as a MVP as GW has stated in the past will allow them to get the most out of their budget, building a solid foundation to work from. Then we the community can play and support GW to continue to grow build and develop the game into the future. Another Contrast to WoD who had a great deal of ambition, and a great budget. But without support from the main office was left to wither and die until being discarded and cancelled. Good work so far GW, we the community stand behind you, We not only want this sandbox, we NEED this sandbox. 
 
 I would want to pay the difference or get rid of some of my add-ons. Right now I have $35 pledge level with $50 worth of add-ons. for a total of $85 so if I strip down some add-ons and use my $35 I can get the the 100 dollar level with a light financial burden. however if I need to pay an additional $100 on-top of my $85 just for EE, its not worth it. 
 
 Very cool stuff. 
 On the other hand the typical heal rate in most themepark MMOs are pretty silly. Your Health Regen is so swift that you regain it in seconds to a minute out of combat. This leads to issues of being able to endlessly grind monsters because you essentially have unlimited health so long as you can survive the single encounter damage. This is bad because in a more serious game, would would be the point of waiting until someone is weakened from on encounter to take advantage of said situation. @Stephen Cheney I feel GW is taking a safe middle ground which I would say is good. negligible in combat regain that can be buffed with abilities. With it increasing out of combat and again can be buffed with abilities. The trick here is balancing it out. I would like to see someone who hasn't skilled into endurance and or other fortitude type abilities to have lower regeneration rates out of combat so they can regen but are vulnerable longer after combat. While a person who has invested in those skills can get back up and recoup and regen health at a higher rate and have a shorter window of vulnerability. I really love how GW is handling criticals, longer term debuffs that can eventually overcome and compromise an individual. I really love the potential of a fight between people and while a critical focused fighter might get slain by the other fighter. That fighter is now "wounded" and while he might regenerate and become healthier he will still have to deal with these critical wounds which may make him vulnerable to rogues en-route to town. 
 
 "less the 'Heinous' Players are getting a buff, but rather their actions are causing them to be [b wrote: 
 I completely agree with heinous acts being the "quicker, cheaper, easier" actions then their by the books counterparts. I do not think heinous should give you power or act like level 4 vampirism in TES. However if they did take that route then it should not apply to heinous but rather you should not get that buff until you achieve the 24hour Villain flag. If they did that however their should be a buff associated with all the 24hour flags. But that opens up the issue that all the 24 hour flags are negative. So we are further rewarding evil or bad play, Unless their is a positive action flag that counters that play. then it might end up being a Min/Maxers dream because I can be a Villainous Assassin and gain 2 flag buffs while the Champion only gets his one. the Concept for additional effects for 24hour flags such as villain isn't a bad idea at all, it does however pose a balance issue. 
 
 Ace-of-Spades wrote: 
 Oh yes, I would like to see that, like a upfront value on contracts and then a penalty. Like say I will pay you 2k for 200 Ore in say 3 days. you take the contract and I will give you 1K upfront, after completion you recieve the other 1k and 500 rep. or something, if you fail, you owe me 1k or 1.5k and lose 500 rep. Or something along those lines. 
 
 When I create my character, Does the Regional Trait Pack use up one of my other traits. For example if say we pick 2 traits when we create our characters is are the Regional Trait Pack traits added as something I can pick, or is it added as a 3rd trait. Or do we just not get traits at character creation and this is a way to get a trait at character creation. Thanks :)  |