Xaer

Xaer's page

Goblin Squad Member. RPG Superstar 7 Season Dedicated Voter. Organized Play Member. 106 posts (108 including aliases). No reviews. 2 lists. 1 wishlist. 1 Organized Play character. 1 alias.


Goblin Squad Member

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I have played rogue and fighter(Akak). The fighter hits way harder than my rogue and is much more survivable. I have been playing Akak naked and i do notice i get hurt much more. But I can run really fast naked and fighters get charge and bullrush, which really close the distance.
Which is more like a Barbarian than a fighter.

Speed is the one of the powerful things to have. Thats why 7-league-boots tend to be the most prized items in most games. If no one can catch you, its really hard to die.

I think it seems pretty balanced to me and true to the table top, except I think backpack encumberance should dictate movement speed instead of just running naked faster with 100lbs of armor in my backpack.

Goblin Squad Member

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In a hypothetical situation, an item duplication bug is found, what will Goblin Works official response be? (ElderScrolls Online just experienced a massive item dupe bug/exploit)
I know most of it will depend on what technology or how far back the logs go to index items and actions.
But I am curious because some exploit will eventually be found, and there never seems to be a contingency plan, and its always knee-jerk reactions at the time.
Can we crowdforge it out before it eventually happens?

Goblin Squad Member

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*slaps Bluddwolf across the face with a gauntlet*
Consider yourself marked a dead fool. May your mouth ever continue to bring you hate and death.

Goblin Squad Member

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This mechanic is absolutely necessary. I remember learning the "HALT! Who goes there?" protocols when I was in the Army. Its a good idea.

In games where you can not physically stop players, the only way to stop them becomes killing them. And when you cant physically stop people without killing them, then you don't get conversations, dialog or any kind of verbal interaction (just running/striking/chasing). The verbal interaction occurs later after the action is over via private messages or forum bashing.

Goblin Squad Member

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It would be fun to see people gored by unicorns.

Goblin Squad Member

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I see the huge appeal of this and at the same time the huge technical problems it introduces. I understand what Ryan Dancey just said above.
But I see three clear parts of the game, where restraints can be done and still get the full appeal without using a voxel engine.
A Castle building tool.
A Farming tool.
A Crafting tool that's similar to the spore creature creator engine.

Goblin Squad Member

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How about Kudos, instead of merit badges?

Goblin Squad Member

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I used to do programming at the NSA, this is not a feature creep. Its trying to implement a fundamental build concept to the early design so everything will work better.

I got basically the same response when I argued for the 3D vision offered from the Oculus rift in this thread

If we were to combine the requirements for 3dvision and oculus, which is easily accomplished in Unity (and does not hurt people who dont want 3d vision):
Light source that is very far away with consistent shadow rendering
Minimal central GUI Option
Rotating Neck Structure with Option for Camera in eyes for player models

Goblin Squad Member

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Sounds, specifically Foot Steps.

Considering its the most constant sound you hear in MMORPGS, it would be much appreciated if its more than the same sound file played over and over.
(bare, leather, chain, plate, hoof, etc) with diminutive sound levels from stealth or additional ones from movement speed, weight and terrain.
I loved being able to hear someone coming before seeing them in UO.

Goblin Squad Member

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I agree with Blaeringr. There will be things other players do that you don't like. The best way to stop that is by force.

Goblin Squad Member

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I would like to make a graphic novel documenting my Character's story in PFO after playing for a few years (or even a web comic).
Would I be allowed to? Do I explicitly need to ask for permission?
Will I end up having to modify it so that it has no association or resemblance to PFO?

Goblin Squad Member

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Imbicatus wrote:
The Stand and Deliver amount could be decided by the game system. Say 10 to 50% of the value of the merchant train, with bonuses to the merchant if they have a good bluff/diplomacy/slight of hand skill to simulate haggling, lying about the value of goods or having a holdout box, and bonuses to the outlaw for a good appraise/intimidation/perception skill to know the value of the goods, squeeze out more money, and find the holdout box.

You are a smart man Imbicatus, I like and agree with this, along with mostly everything else you have said in other posts.

Goblin Squad Member

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Game Engine: Network Layer

I have been thinking about problems brought up by Ryan Dancey in regards to programs like ShowEQ, which would gain access to the symmetric key, decrypt the encrypted packets, and give the client more information than its privileged level.

Please look into using a rotating key encryption + hashed messages.
So it will harder to break the encryption, and if they do break it, only PFO will know what the hashed values correlate to in game.
Also a much simpler technique to use in addition to this, would be to have the Dungeon Master[the server] have a copy of every character sheet, and can make rolls for them without prompting a request from the client.
Example unsecure client request:
DM: "make a listen check, player x, please"
X rolls a 6
DM: "you hear nothing"
X becomes suspicious

Example secure:
DM rolls some dice
X remains oblivious

Even if it ends up not being technically possible to insure that client based restrictions are enforced (like being blinded in darkness), at least force the character to take -attack roll penalties for negative conditions. :)

Goblin Squad Member

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I love hexagons! The Honeycomb Conjecture, states "That a regular hexagonal grid is the best way to divide a surface into regions of equal area with the least total perimeter."

Why not 19 subhexs instead of 7?

Will player level movement work with hexes too? example

Will you implement the hexes this way to prevent the diagonal movement flaw with regular square grid?

Also will you continue to use this hex system for the Z axis? Or local player level for xyz?