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I think I don't quite get one thing wrt. reputation ...

Quote:

Heinous

The character has committed an act that is universally viewed as evil, such as raising and controlling undead, using slaves to build structures or gather resources, etc.
Each time the character gets the Heinous flag they lose good vs. evil.
Anyone may kill a Heinous character without fearing reputation or alignment loss.

I thought I understood rep. as a means (among others) to control "griefing". Now, neither raising undead nor using slaves seems to indicate any unfair behaviour on the evildoers part, so why would I be allowed to kill him w/o rep-loss? If I'm Good, I get that I can attack/kill him w/o alignment-loss, but I was under the impression that rep didn't track good vs. evil ... ??


I got an email for the Kickstarter update through Kickstarter. The update reads:

"... Yesterday, we sent an email from customer.service@paizo.com to the email associated with each backer's Kickstarter account. The email includes a link to Paizo's new Pledge Drive management tool, where you'll be able to validate the information we've received from Kickstarter. ..."

However, I did not receive any email from Paizo, neither through the email address I registered at Kickstarter nor through the email address I use here (which is different).

*Naturally* I already checked all Spam Folders.

Any suggestions? Cheers!

Goblin Squad Member

@Aspasia - Well, *if* there'll be multiple servers. From the numbers that have been tossed adboround initially there will only be one server ... well and if all works out well gameplay-wise and technically, then I personally hope they'll stick with one single server.

Goblin Squad Member

@Hobbun -

Ah, no worries.

Was just spelling out the irony of it, 's all. Or 'tleast I tried to. :-)

The thing remains that in a classic FRPG adventuring heroes are kinda hard to come by, that's what makes the players special, innit?

In a FMMO(RP)G, there is by neccessity an abundance of adventurers, otherwise it wouldn't be massive, now would it?

This abundance of adventurers (relative to game world size) is also what neccessitates the non-persistent theme park worlds. A WoW server with all current content could probably accomodate a few dozen (hundreds? no clue) new players for weeks and weeks even if no quest could be done twice, but once there's thousands you either have the players all do the same non persistent quests or you can just skip the quests and try to get the players keeping each other busy like is planned for PFO.

cheers.

Goblin Squad Member

Would be a good Development Blog title.

If alignment's gonna be meaningful, it'll be interesting how evil evil can be.

Goblin Squad Member

Onishi wrote:
... While large meaningful death penalties sound good to make people take dying seriously, they instead tend to box people into being afraid to take any risks at all. Leading to many people finding the only rational option to do many boring things over long periods of time, rather than go out on a perilous quest. ...

Ha! This is really good! :-)

Exactly the reason why "the world" isn't filled with adventurers .... they tend to die a lot, and even in a magic rich world many would simply stay very dead before reaching a level where resurrection would be an affordable option.

Yet, we're gonna see "a world" whose population is largely made up of adventurers! :-D

Kinda weird innit?

cheers.

Goblin Squad Member

Ryan Dancey wrote:
Quandary wrote:
If there is a hard limit on CC size, those groups are simply impossible without having SOME Settlement somewhere.

We want players to focus on the game of running Hexes, not the game of running around in Hexes.

RyanD

:-) Not sure what to make of this statement. I sincerly hope there'll be room for both types of runners. :-)

Goblin Squad Member

¿should that have been five(!!!!!) exclamation marks?

Goblin Squad Member

Ryan Dancey wrote:
bilbothebaggins wrote:
Is there a vision as to which elements of the Pathfinder-Online-MMO will be such that they make a Pathfinder-RPG player like the PFO game?

I think you're asking about mechanics rather than flavor. ...

There is one big system, the combat system, which we haven't designed yet, ...

I can tell you that we won't use the d20 + integer modifiers system of the tabletop game. ...

I can tell you that we won't use the combat action system of the tabletop game. ...

I can't tell you which magic spells, magic items, or monsters we'll use, or how similar those things will be to their tabletop versions. I can tell you that we're going to try and capture the flavor and intent of those things when we use them. If we call a spell Fireball it will be recognizable. Fireball will be a spell that does a lot of damage in an area. It won't do "xdx damage per level", so it will not be mechanically identical.

I can tell you we're not going to use the skill system from the tabletop game. We also won't use the economic system. Or the crafting system. Or the overland movement system, or the chase system.

I was not asking about mechanics. I was simply wondering how you'll try to cater to the PFRPG crowd as this game is called Pathfinder Online after all. (I knew and agree that translating d20 isn't an option -should've made that clearer)

I like your answer. It shows that there are more ways to cater to the PFRPG crowd than just the golarion lore.

I do wish you all the best with designing the combat system, I certainly think it's one of the tougher issues you face :-)

cheers!

Goblin Squad Member

Is there a vision as to which elements of the Pathfinder-Online-MMO will be such that they make a Pathfinder-RPG player like the PFO game?

Is the world and lore of Golarion (and the fantasy setting in general) the only thing that's supposed to draw Pathfinder-RPG fans to take a look at PFO, or do you Goblinworks guys have any other nifty ideas that will make this game appeal to someone playing PFRPG?

(Consider this a generalization of my previous question - Goblinworks-Vision-for-the-Adventure-Content)

cheers!

Goblin Squad Member

Onishi - thanks for pointing out that blog post. Been awhile since I read it and it didn't leave no clear impression with me it seems.

Now, re-reading it doesn't leave no clear impression either, but I think it helps me in focusing on what I meant.

What I'm not quite getting behind is whether there is a vision for any "P&P like Adventuring experience" outside of instanced theme park modules.

The blog post talks about types of PvE content: Wandering monsters; Harvesting hazards; Ruins, lairs and caverns; Encampments; and finally, about "theme park 'modules'".

For me, the Adventuring experience in PnP is that you get a party together to fulfill some objective(s) and slaying monsters - while a central mechanical part of the system - is only a side effect of following a "story line".

But, upon re-reading the blog post I can formulate a few ideas that don't sound too bad and I guess it just remains to be seen how it's gonna be executed.


  • Wandering Monsters -> Would be nice if those could be more than mere cannon fodder on the way from A to B
  • Harvesting Hazards -> the classic guard duty. Not sure how much fun it is to fend of waves and waves of incoming vermin. (It's one of the quest types I enjoy less in DDO.)
  • Ruins, ... and also Encampments -> Hopefully these will be more than just "kill room(s) full of monsters". High hopes if they manage to get together good randomized "dungeons", even with no/generic "story lines".
  • Modules -> I might just note that theme park content can benefit from randomization too. (Sadly, not much of this in DDO although they tried some.)

So I guess maybe a vision inhowfar the PvE content will be true to the spirit of the P&P game (or whether that's actually a goal at all) is what interests me.

(A note on me mentioning DDO: I'm not trying to do a comparison. It's just the only MMO I played for an extended period of time.)

(And I just thought of another related question that I think I'll keep to a separate thread. :-)

cheers!

Goblin Squad Member

In this post - Re: The Anti Case for PFO - Ryan Dancey defines PFO as encompassing 4 elements: Exploration, Adventure, Development, Domination.

These separate the sandbox experience from the PnP experience, because the traditional Pen and Paper Pathfinder System only contains the Adventure content.

I'm looking forward to a blog post or similar detailing the vision for the Adventure Experience in PFO (with or without Theme Park elements) and how (if?) this Adventure Experience can carry over some feel of the Adventure Experience of the tabletop game.

(Disclaimer: I read all blog posts and quite a few forum posts over the last few months and I haven't any clear picture of this. Feel free to point out any already existing resources.)

cheers!

Goblin Squad Member

Courtney! wrote:
... and taunt those wretched do-gooders and call them ridiculous things like "wretched do-gooders" because I will be an obvious villain and will revel in it. I'm not talking about griefing people, I'm talking about role-playing with people who are into it and giving them some smarmy jerk to revile and team up against. I want to RP the scheming and backstabbing that might go on in a villainous organization. ....

DEVS pay attention! :-)

If you can pull off game/combat mechanics that will allow to do proper RP without loosing precious microseconds that you need to not get instantly killed by your opponents, then I will be awed :-)

I'm mentioning it because I did (very little) PvP in DDO and WoW and the combat was so godawful horrible fast that I quit it pretty soon. It wasn't that I was thinking of doing any RP, but more like I hadn't time to think at all before being pawned.

So ... if you wanna carry over the spirit of PFRPG into PFO ... I think combat should rather be slow(ish) that fast and rather be tactical than based on reflexes ...

Goblin Squad Member

Also see: http://paizo.com/forums/dmtz5slz?The-AntiCase-for-PfO

Goblin Squad Member

Nihimon wrote:
... After really grasping what PFO was trying to accomplish, by allowing the players to control territory, and fight over it to achieve their own interests, rather than just to win a "match", I forced myself to really reconsider it and I've since fully embraced it.

He! Every time I read this I just can't help keeping wondering: Controlling Territory or Fighting Each Other Over Territory or Crafting As Your Main Occupation just *doesn't have anything to do* with the Pathfinder PnP RPG. (also see paizo.com/forums/dmtz5slz?The-AntiCase-for-PfO) (and also read paizo.com/forums/dmtz5slz?The-AntiCase-for-PfO#23 for a good rebuttal by Ryan)

The Pathfinder RPG is all about PvE, there's no PvP at all in a normal tabletop game!

I'm curious about PfO as well, and the team working on it seems to have a solid vision for a fantasy MMO - I just fail to see how it will have anything to do with the Pathfinder game. (Yes, it'll use the Pathfinder Campaing setting as a background ...)

Ah, anyway ... looking forward to this game ... really curious how it's gonna work out and whether the PvP will work :-)

Goblin Squad Member

What I like about PnP, D&D-Online, WoW, ... is that I can get together with a group of RL (or online) friends and have a nice evening. Once every odd week if that often.

All that talk about PvP, economy, advanced player interaction, etc. makes it sound like this game will only be enjoyable if played very regularly.

Are casual Players factored into the design?

cheers.