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![]() perhaps collecting could be more active if you have to aim the ressource area wich became more tiny with the time ( if you harvest out of the ressource, you tool could loose durability or broke sudenly) you could activate a special harvesting skill that make you more accurate or one that give you short endurance to collect more ressources each time or special skill that allow you to get more raffined ressources but that reduce the total amount of ressource spot. or beeing attacked by parasites, or insects or vegetal effects during harvesting if you're not reactive, accurate, in good health etc etc ![]()
![]() +1 for treasure maps during escalation time
but in DFUW i really don't like there's two servers separated the world is ONE region, a world single server could create greats kingdoms competition and wars at any time. An empty game is annoying without social/pvp/trading/interactions.
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![]() Great Idea ! it remember me a quest i organized in asheron's call 1, for my guild members. a Secret meeting of the members, a letter from the king wich gived them mission to find the stolen crown, searching a cave monster and go into without armor and defeat the olthoi queen as a proof of their loyalty to their king, and finding the crown on a hidding chest. etc etc and go back to received a honorifidc title from the king. cool adventure and lot of funny moments. i hope PFO will offer such flexibility and player made contents. I support your plots ! ![]()
![]() Gedichtewicht wrote:
still out of the game :( no response from support service since 6 days...
i 'll try to patch tonight
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![]() Nihimon wrote:
Just have to make jumping and running 10 x more expensive in stamina points than just parry or using other combat technics : the guy who is jumping will be quickly exhausted and received a malus to all the action he 'll try until he recovers a good stamina pool. It is too difficult ? I'm agree with Andius and Hardin, I like realism, if that don't make the game borring. I like loosing my loot when dead, if that don't push everybody to became PKers... I want balanced realism even it's more complex, more difficult to make such a game , but It's not themepark game, it's the price. ![]()
![]() Do the devs told about this subject since months ? in my experience, i really liked aiming when i was in ranged combat (more excitting than just auto targeting and activate skills in close combat, staying around and close to the target is enough Does aiming is actually possible with the combat system developped in the secret ??? :) ![]()
![]() Hardin Steele wrote:
she is a he in fact ;) the problem seems to appears if u have two players on both servers![]()
![]() Gedichtewicht wrote:
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![]() Hardin Steele wrote:
I cant login since yesterday... invalid response from server... aaargh, hope see you soon![]()
![]() AvenaOats wrote: Yeah, that's a tall order. kenshi33: I'll try to listen again and bullet point various Q&As - that might be the optimal path to take?! Though as said, my hearing is sub-par. I can hear a mouse in a quiet forest, but put me in a busy watering-hole and I can't hear anything shouted in my ear! it would be nice @decius : "never" is a word that doesnt exists until you reach the end of the eternity ![]()
![]() Being wrote:
i'm not totally agree with you Onishi, they CAN be balanced evenly... only with a good XP and loot reward rating as you wish. Make soloers capable to hunt/travel/explore/harvest alone in the wilderness or enter a dongeon using specific solo oriented abilities (stealth, surviving, healthing etc) must be possible, and don't have to be opposed to interdependance with groups for others kinds of activities... i hope i could choose if and how i can do such things alone without thinking it's just impossible because monsters get artificial 200 000 health points. I need to prepare myself, my spells books, armor, find potions, bind the correct localisation, travel safety, explore the place, and need to use strategy reach the deep of the dongeon, even if the Boss is too powerfull to be slay by myself... and it's a long way too, as long as your group search. ![]()
![]() An idea of "things that add flavor" comes from asheron's call is : Writable Items Books, scrolls, messages, should be writable and give a player the possibility to make is own content and share it. Examples: guilds could write their charts, history, on books.
this objects could be found, exchanged, sold or stolen... etc... In the same way all items like armors or weapons could be writable: A steel sword + 2 keywords could be described as "Great Sword of Mirandis (name of the first PC), enchanted by Maegan The Mage with a fire golem heart in the Stronghold settlement forge. etc etc. More RP with basic ideas. ![]()
![]() Andius wrote:
i consider long distance communications making some bad realism, you would be allowed to have conversation just with people around, or in a hex at the maximum Guild chats, whispering, and private chats all around the world is a mistake if its possible in PFO on my own.Why don't give a letter to a messenger, why not going into the guild hall meeting us each others, to discuss goals, rules etc or to prepare groups before a travel or a search for a dongeon ? + More strategics in the game, (a spy needs to come back to his settlement hex to inform his commandant an army is growing in another settlement... or it's now time to attack the leader) + More realism, you can just wisper, speak or shout in a hex, and never call you're mates to help you if u're under the fire at the opposite side of the world... if you die, when you respawn, you can tell someone to help you, or ... Perhaps only a magical link to your guild hall divinity shrine could be used between players for long distance communication ? ![]()
![]() Onishi wrote:
why 500.000 stories ? it's just 20 classes / majors quests to create : level 1 for warriors - "Enter the Gardian Path" : proove you master you can defeat the gobelin king during an escalation... (that requier to have a good weapon or staff with the apropriate elemental enchantment, good armor, etc etc -> this only one quest would requier lot of time for a newbie, lot of golds, lot of explorations to find the goblin, lot of tryies to accomplish this ... and it's fun ! no problem for devs. level 1 for spys " A knife in the night" Go and kill without any guard alert a lieutnant into the settlement on the coords X-Y...
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![]() Bluddwolf wrote:
This idea sounds good, and make possible real exploration as well. i don't know well enough the flag system to say if they need to create specific one for solo players... the purpose of this post is just to balance the two gameplays, making it as fair as possible for everyone who choose to be most of the time in groups and those who prefer to live on they're side and enter a group when they decide to. ![]()
![]() Hi Nihimon, I did check the video, and we can't speak about specific "content for solo" on this speach.
Oh yes, I will feel a lot of stress and pleasure to do such things too, as i keep the reward for me. But how can be longtime involved in the story of the game if we don't participate to large assaults on sttlements, or in dongeons ??
Maybe i'm wrong, but it's a path that does'nt be explain so much. ![]()
![]() for sure i see what you mean, just having some difficulties to understand how they'll implement solo content in a such mass pvp world.
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![]() Lifedragn wrote:
Agree with that, the long time duration of ressources spots guarantees the nearest settlements value and possible conflicts for them. On an other hand, as Viscount K says, perhaps a slowly moving world content (ressources, creatures , NPC camps etc) will provide a more realistic experience, and avoid long term camping, ultra domination, and the possibility to buy a full map : exploration will be a real knowledge of actual world and his evolution. ![]()
![]() for my part, i consider radar is like a GPS : when you go somewhere with it, you never remember the path you choosed, even not the lanscape around you, you're like a blind man, so it has no importance for who wants to be IN the world. But i admit it's now became an usual UI Tool for themepark MMO, but if you got a map, no need of it ![]()
![]() A Pathfinder, is an explorer, a pioneer, a scout or a guide... do you think an adventurer needs a radar on the right corner indicating creatures, resources or others players like on others MMO ? On the same way does a full map will be available on the release ? I'm not sure this is necessarly requierments for such a sandbox which make yourself an adventurer in the middle of a big wild world. i'll be more excited if i can add marks to my personnal map when i find a settlement, a cavern, some ressources spots, or long term quest informations... or having the luck to find a scrollmap indicating a lair, a camp or a little dongeon. And we could share these informations with allies or guild companions for example, and make secret the localisation of others... To resume, i want longtime adventures, search for things i'm interest in, and not artificial help to find my way... any suggestion? (sorry but my english is'nt correct) |