Guurzak: A character turned to stone isn't "dead" until the statue is shattered since they can be returned to "life" by the casting of the 6th level Magus, Sorcerer, Witch, Wizard spell "Stone to Flesh." Another thought about the Twice-marked is that if the Mark of Pharasma was created by one of the gods what if the Twice-marked of Pharasma are those who have been marked by not only that other god but also by Pharasma? For whatever purpose the gods have for marking us.
I second Guurzak's questions about how this will affect our settlements once we do start upgrading our settlements with resources. Also, as Ryan has indicated that many of these towers will transfer into POI's (or whatever they end up being called) will the control that we establish now have any effect when they are transformed? Or will that transformation start before Beta starts?
Hail and well-met, my name is Xennkari. I am a follower of Irori, seeking perfection. I am travelling to the River Kingdoms to continue my quest. I expect that we will encounter one another throughout our travels. Yeah, I like to rp a bit. Been lurking here since the PFO forum was created but haven't decided on a community to join. I suppose I should start looking into that as the last information I remember says we will see EE start in just a few months. See everyone there!
I was just wondering, will folks be able to get the Twice-Blessed benefit after the kickstarter as this seems to be required to set up a respawn point for new settlements? Also, will the respawn points only be able to be created in settlements or will we be able to create them at a Point of Interest? Maybe particular types of PoI's? Wanted to put this up for the next FAQ dev blog. Thanks!
IMO Hobbs has an excellent idea. This would be yet another addition to the rise and fall of settlements. As he mentioned it would require the leaders of the settlement to actively seek out good people to live and lead NPC's in the settlement. If they don't have the people to lead than the settlement will fade and become more vulnerable to attack, whether the attack is physical, financial or social. Yet another way of engaging the player base in the development of a settlement. One point I worried about with settlement development was that it would be a feature for a limited number of people. If Hobbs suggestion (or something like it) was to be instituted it would give more people a reason to be involved in the settlement other than just using the settlement as a place to trade, train & sleep.
My apologies folks, I was thinking primarily of transports, carts & caravans being held up as a commoner (gatherer) moves their goods from the camp, farm, mine, etc. to market. And then those goods being hijacked by bandits. Onishi brought up a good point in that we don't know what the Dev's have have decided will happen to those cart and wagon-fulls of goods when bandits successfully hijack a caravan. If the system works similar to threaded & unthreaded personal items than yes, I agree bandits will be a resource sink and therefore a part of those important balances necessary to keep prices balanced. But if they are able to take all the goods then where will those goods go? Into the game economy as originally intended by the folks who spent the time to originally gather the resources. And remember, different settlements will not have separate economies because we will see folks who will trade from one settlement to another thus linking the economies into one in-game economy. As we have seen, the devs watch the threads and make adjustments to the game if they deem it necessary. We don't have enough information to even know if they have thought of this situation much less what their intentions will be in regards to this situation. But that lack of information has inspired those people who desire to be the wolves to claim to be a part of the scarcity equation as justification for their actions. I'm pointing out that there is another side to this thought.
I just wanted to point out a concept that I've seen popping up in various threads associated with bandits that seems to me to be wrong. That is that banditry is a way of "balancing the market by removing goods." Allow me to ask one question of those future bandits, what will you be doing with these resources that you acquire from those whom you use the Stand & Deliver mechanic upon? In order to gain wealth yourself in your chosen profession you will need to spend the gold and sell the products that you acquire from your victims. All of this will be done on the same market, the in-game market, that your victim would have used which means that you are not "balancing the market by removing a portion of those goods." All you are doing is redistributing those goods from people who went out and did the work to acquire the goods initially. So I would ask that those who intend to follow the profession of banditry to stop positioning yourself as a "balancing mechanic." NPC's, i.e. monsters, dungeons and harvested resources, will add to the economy while other NPC's will remove those items from the economy. Those are the only "balancing mechanics" the game will have unless you intend to destroy everything you acquire from those you hold up. If you don't destroy the material that you acquire then again, the only thing you will be doing is moving that material from one PC to another.
I was getting caught up on what had been said in this thread when I came across something that Being wrote that triggered a thought; Being wrote:
That could be very interesting if a hex were to start with a balanced ecology. i.e. a bunch of rabbits and other herbivores plus a few wolfs and other carnivores. Then when the various PC's come exploring and encounter said carnivores they begin reacting the way they've been conditioned in so many other MMO's to react, they kill the carnivores for the XP. Of course now those carnivores are gone and the herbivore population is no longer being kept in check. Initially the PC's might not see much difference other than a few more rabbits running around but a little more time and that farm in the next hex over suddenly has a problem with their crops. There are a lot of rabbits needing more food and here is this great crop of their favorite food gathered in one place. ***rabbit thought: YUM*** Of course the PC farmer is not going to be too fond of this when he suddenly finds that his crop has been reduced to nothing. A very interesting prospect for the commoner PC's. Are you going to build walls all the way around trying to keep the rabbits out? Try to bring back carnivores to the area? Hire PC's to kill rabbits? And how many PC's are going to want to just kill rabbits? Unless you can find a place to sell their fur? Just something that occurred to me when I read that comment. :)
I would like to second Nihimon's request/suggestion; Nihimon wrote:
IMO this is something that really makes Pathfinder original and I hope gets translated well into PFO.
I would hazard a guess that training the simple harvesting skills won't take to train but they will be prerequisites for the skills needed to set up a mine, logging camp or farm. That way anyone can quickly train the skills necessary to pick up the odd piece of fallen oak or exposed tin that's lying on the ground. However, if you want to get a large amount of oak in a short amount of time you'll need to train the relevant skills, find the best spot for the camp, set it up and run the camp. They've already said that harvesters are going to want to hire combatants to protect their camps, mines and farms which to me implies if you're a harvester you're not going to be a very good combatant. At least not very soon. This is one thing that I find very intriquing about the game.
Greetings, I am called Brother Xennkari. As a follower of Irori I seek the only perfection any of us can achieve, self-perfection. Through combat, knowledge, & disciplne. I look forward to meeting many of you in the River Kingdoms. It will be a grand journey and I am looking forward to the trials & tribulations of that journey. Well met fellows!
Valandur wrote:
I couldn't agree more. I know that many here will "game" the system to achieve their goals as quickly as they can but I know that I myself will also play my character the way I've always played a character and we'll see what happens. I think that could be one thing I'm most looking forward to in this game since these last few blogs have been published. Every other game that I've played, whether there was PvP or not I've always tried to just live my life and do what I want to do while trying not to interfere too much with other people's enjoyment. I think that the reputation system combined with the law/chaos & good/evil axis are an excellent way to actually measure those actions in game with positive & negative results for the individual. Of course, if those actions affect your company, settlement or kingdom than great. After all, an individual player's actions in any other game will have a positive or negative impact upon their guild, corporation or group it just won't be as apparent as it will be in PFO. If you doubt me, think back to the last time some idiot gave your guild, corporation or group a bad name that the leaders had to spend time talking with others about instead of playing and enjoying the game. (If you haven't had the experience, congratulations but I would be inclined to bet that you are in the minority.) :) Just my two cents
Imbicatus wrote: I'd also really like them to have the coolest looking attacks of any class. I'm thinking of the SWG Pre-CU Teras Kasi animations. That would be exceptional. I think that the TK animations from SWG pre-CU were the best that has ever been done in an MMO for an unarmed fighter. As far as ki abilities are concerned, I think that translating the monk's abilities as closely as possible to begin with is fine but maybe adding the ki power expansions from the Ultimate Magic book. Being able to emulate various spells merely by expending your ki in exchange for losing the ability to use an ability from the base monk class. That would be very nice as well.
One suggestion I would have to avoid the "spam-teaching" is require folks to have a "Teaching" skill before they can teach another player. Also to require time spent learning the language (skill) in question. This would require someone to actually decide that they wanted to learn the language or they could just stick with common. I remember playing SWG and looking for someone to teach me the other languages so that I could understand the gobblegook in the chat window. It was interesting and I have fun playing a multi-glot in PnP games. But I also have to agree with some of the others that this is a feature that shouldn't replace basic game mechanics in order to implement it for release. I want my gnome sorcerer!
I quite agree with Darsch. I would love to see PFO use a few ideas from SWG, pre NGE. The ability to adjust the materials, take extra time, and modify tthe schematic to achieve new, improved results in the final product and then having your character's name attached to that product allows a person to establish a reputation. I would love to see something like this. I love spending my time crafting the best product I can in a game.
I don't think that the camps will finish harvesting very quickly. If you'll recall, both the blog discussing the camps and the video indicated that we would need to arrange for logistical support. Granted, they may just mean that you'll need wagons or something to carry all the resources back to a settlement once the resource is depleted. They also indicated in the video that you would need to have logistical support as your camp could fill up it's storage facilities. This implies to me that the resource will be quite large. This will also allow plenty of opportunities for rogue elements to harrass and attack your camp/logistical chain. Also, remember that while we will be able to harvest traditionally, picking stuff up off the ground, the camp sites will be built into the game as I believe the video indicated that we would have to search for one of these locations, "a cool mine, a stand of trees ..." which implies to me that this would be a long-lasting location. |