Xill

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Oh no, I didn't, right?

I wanted to make some comments about range, and I don't really care if it teaches people how to farm effectively again.

First off, the rooted ranged is not a bad idea. I don't mind it. It may affect pvp (I will get to that) once pvp is balanced, but I'm not sure.

In order to farm now, it is very easy to just have player A aggro while player B shoots. That is by far the most effective way. You can also run away and exploit, as I posted before.

Bow exploit is op.

Brings me to a fun scenario. I wanted to see what someone was hitting for, so I said... hey hit me with the gs. He hit me once, twice... then somehow three. Bottomed out his rep, which sucks. I didn't think he'd hit me 3x. So, he decided, after I regenned, to kill me. He started hitting me, he's a fighter 6 with melee skills. I am mostly a gatherer with some long bow for farming. I made fighter 3 though.

He did about 250 of my 550 health then I thought, well, if I just run away and exploit like I do vs enemies, I might win... and I did. We both had the same armor, but the exploit damage I was doing to him was insane. It seemed as though the way it worked is I would catch him moving but he wouldn't catch me with opportunity.

Basically: the next level of balance for GW is to look at opportunity. Especially while moving opportunity in relation to long bows.

I'm pretty sure this close quarters situation is abnormal, but in general during a fight if you get opportunity as you are moving and take 150 points of dmg from a low spec long bow, that's deadly. Needs to be addressed.


What is going on? I can't do anything. Is anyone else experiencing this? I was happy to try it, but I've been trying for like an hour to get something to happen.

Can't even hardly log in, then one of my characters got warped somewhere. I am hoping to log in soon.


Can we do this? Maybe even establish some sort of an economy.

I haven't traded at all in this game (even though I want to) because nobody ever responds. If you need something, post in here, if you have something you don't need, post in here. Don't leave me hanging, please. haha.

Right now, I am in need of salvage things: Dead prey, broken weapons, blood crystals. I have stuff to offer, but we will have to play go fish, I suppose.

Also, if there is a place for this on alpha forum... I apologize. I would prefer it here because I can't even log into GW the way my browser is configged. I have to use IE, which I don't like to do excepting to distribute invites or get a new installer.


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In this thread, I will explain why I believe PFO needs to implement some form of a cooking/eating system at some point.

The reason why I believe cooking appeals to me in a sandbox is it ties in to two things:

One would be hunger. If you look at your paperdoll and see you are getting hungry and that affects your character's abilities, you will have a new dynamic beyond just keep your health up and gear repaired. This gives a more immersion. Even in the middle of a war, you have to worry about eating.

Two would be character overall nourishment. Seeing your character grow and change depending on what you feed them and how they exert themselves is a very cool mechanic. I don't even imagine it's that hard to put into play, even if you only put in certain visuals (like fat, normal, skinny), and of course that could affect their abilities.

This, coupled with the idea of having to rest (which I feel ties into cooking because they both align with overall character well-being... beyond just health bars), will make PFO a much deeper game. I am sure of it.

Since the game has drop recipes, I don't see why it would be too hard to have some simple cooking recipes to start, maybe some ales and such as well. Then add to it as more things are implemented.


So, I spent a bit of time training characters and I came to understand how you can train a character to get really high ability scores as well as levels. Do ability scores matter? I've got the highest scores on my multi-class character by far. In fact, I've found that by training up a lot of the low level skills not even in your class, you can get good gains.

Obviously, we won't have 800-1mil exp to burn, but I wanted to propose an idea to make multi-classing harder (as it is in dnd.)

My first quick idea was that each skill have a primary attribute and those skills would be easier to train depending on your attribute in that skill. So, it would benefit people who wanted to class as a single class or even as a pure build. Like str...con as high stats. Could just leave the exp as is except add in a modifier for discount based on your scores.

I have had other ideas that it's harder to take classes once you take a class in something else, but I think the first idea, with some tweaking is best.

Thoughts?


Do we have a list of the requirements for each class level? Has anyone worked on this? Is there an experience list for how much it'd cost per level?

I'd like to know the bare minimum because I want to try classing as a hard spec opposed to the 800,000 just buy a bunch of stuff and hope it works.

If this information is available in a doc, please let me know. If this is being worked on, please let me know. If any of the information can be posted in this thread, please post it. Also, let me know if you need help on such a thing.


I was thinking about how they said there may be a justice system, and really I think that the hardest part of that would be deciding what was wrong and how wrong, not so much the imprisonment of characters (assuming that could happen.)

The idea popped into my mind to allow the building of places (with a cap that is somehow relative to the game population) where characters could be housed during wars or, even, as ransom for a set period of time.

This would add an interesting dynamic to war. You win in a battle and can pick some of the people to take back by using a skill and clicking on their corpse (assuming you can make it to the structure.) It would make wars less of attrition, as you could strategically entrap a character for x amount of time, so they didn't just respawn and run back.

I would also not be against the imprisonment of people by bandit groups. Again, it would be pretty lame to have happen to you, but more challenge. More ability for them to say "If you want him back, ya gots to pay."

We will likely (and, more or less rightly,) never get permadeath, but I think this could work.


I am on my phone so bear with.

I still haven't paid my hundred, but am planning it when I get home this weekend. But! I have questions.

Question one: since you supposedly need to be tied to a settlement in order to progress, how much power does that give them over you? Can a settlement say, for instance, if you wanna be with us, you have to mine x amount per day or we're kicking you. I won't comment on whether I feel that's right or wrong, just wanna know if its possible.

Question two: will there be other crafts such as... alchemy, dye, cooking, fluff clothes, jewelry, etc?

Question three: there are fewer races and classes available now. Is there a chance to respec when such things do become available?

I suppose that's all. Thanks.


Brothers!

I understand this advertisement may be poorly placed. Feel free to shuttle it to its correct home.

That being said, there is a via Fantasy Grounds (now that it is on steam, it is much easier to grab) DnD game that is being DM'd by a friend of mine that I am recruiting for.

Details could be posted here, but I would prefer to communicate on a more individual basis and get all of the specifics out of the way.

Please, feel free to contact me if you have this program and want to run a 3.5 or PF game. Much immersion will be had.

As of now, there are 3 players beyond our DM.

Most ideal would be to interlock with another small group.

Long term plans are up in the air, just really want a reliable group of people, even if you have your own game and are looking for players, something could be worked out.

Basic idea: If you have FG and use it, contact me, please and thank you.


This is my first thread and first post. I gave a moment of thought to where I should slot this, but, in the end, I decided it would fit here. If it scrolls downward into the Abyss, I suppose that is fate.

I have not yet paid for my Early Enrollment, but I plan to. I would like to shake some things up a bit before I do, so...

The Sandbox. This game is listed as a sandbox, no? A dnd sandbox to boot. I have heard the developers are going to take a strong stance on grief and other exploiting mechanics. So, I pose this:

In my limited sandbox experience, I have seen much discussion about what can be done, by 'the devs/mods/whatever', without stepping on the toes of said sandbox. Of course, there are those who would say, "If you are a negative force in the world, not adhering to the rules of the world and generally ruining the experience of others, you don't get rights, but I would like to go further than that.

Since this is a dnd game, for this metaphor I would like to refer to the world/devs/mods as the DM. How much DM activity will we see in this sandbox? As there is weather, I don't feel DM interference goes against the idea of the sandbox, after all, the player will still choose how to respond. How much 'in game' action will the devs take?

I was discussing this with a friend (in regards to this game); I believe the next level of sandbox-ism is not merely banning and balance changes, but actual intervention by the "DM." That is, to keep one thing from getting too powerful.

Imagine if there was one group that was oppressing the whole world. Not to say that the DM would have their fortress be destroyed by meteors, but what about offering some form of NPC assistance, a group of high level monsters, that decide to attack them. Then, the players who supported them could help defend them, and the players who wanted to see them lose the power could launch an attack of their own while they were busy. Not that it would equal one outcome, but just give the lessers a chance.

Is this going to be a totally hands off sandbox (I've seen them go pretty sour pretty fast), or are there going to be things like I listed? Does the community frown upon things like that? Because I am sure the initial response is NO, but when you think about it, it actually seems interesting for both the player and the lifespan of the game.