Saintly Knight

leperkhaun's page

Goblin Squad Member. Organized Play Member. 682 posts. No reviews. No lists. No wishlists. 1 alias.



Goblin Squad Member

Hey all,

Unfortunately I have not had the time for PFO that I thought I would. This is mainly due to being kept very busy at work combined with two hours of commuting a day. It also doesnt look like it will be slowing down anytime soon.

As a result of this, I am looking to sell my accounts.

There are two accounts. Both accounts are DT and have characters made. The characters all started gaining XP from day 1 and all of it is unspent. The add-ons that are with the accounts have not been claimed or used. Additionally both accounts were day 1 daily deals and have 12 months of game time left on them. Account 2 also comes with a Paizo account with all of the digital rewards. I will not be selling the Paizo account that was associated with Account 1 as it was my main Paizo account.

Send me a PM if you are interested.

Account 1
Reward Quantity
Buddy Early Enrollment 1
New Player Pack 1
Destinys Twin 0
Daily Deals 1
Alliance Pack 1
Memorial of Honor 2
Early Enrollment 1
Soundtrack Download 1
Behind the Scenes PDF 1
Regional Trait Pack 2
Class Pack 2
Head Start 1
Shield Mate 1
1 Month game time 12
Honorable Title 2
Character Name Reservation 1
Twice-Marked of Pharasma 2

Account 2
Reward Quantity
New Player Pack 3
Destinys Twin 0
Daily Deals 1
Alliance Pack 3
Class Pack 2
Early Enrollment 1
Soundtrack Download 1
1 Month game time 12
Regional Trait Pack 2
Secret Salute 2
Head Start 1
Shield Mate 1
Behind the Scenes PDF 1
Honorable Title 2
Character Name Reservation 1
Twice-Marked of Pharasma 2

Goblin Squad Member

Is there a way to transfer the various item packs from the primary account to the buddy account?

Goblin Squad Member

Now i was just thinking about combat and the types of things that I find interesting and would enjoy.

The first thing is that I think besides knowing what attack sequence to you being able to hit your target should be an important player controlled skill.

Having said that I think that avoiding targeting would be interesting way to go in combat. Off the top of my head I can think of two examples that basically show what I mean. The first would be Smite and the second would be Wildstar Online. Basically where you attack is based on where you aim, NOT selecting a target and then hitting the skill. So if you are no good at aiming and you aim to the left of the person you miss, if you are good and aim correctly you hit them. This adds the element of player skill and is often called skill shots.

Spells like fireball would detonate at any time they hit anything during their flight or when the player pushes the button again causing it to detonate on command. Wildstar Online shows how you can incorporate several interesting shapes to different attacks which can change the dynamics of skills, if dont correctly it can be cheesy if the shapes are all different just to be different. I do think that the way Wildstar shows enemy attack arcs is a bit much but the general idea is sound.

By adding skill shots to the game you can change the combat system to a more active combat style. By having skill shots dodge becomes not a stat on your character but a skill by the player. You can actually use an evasive roll to make an enemy miss you. A skill like a rogue's evasion could then make it if you are in a roll when you get hit you get half damage, then if you save you further reduce the damage. Improved evasion could be if you were in a roll you now take no damage.

I have enjoyed the active combat systems in various games. I feel that it more fully engages a player into the combat and adds another level of skill that the player can bring into the game. If you take two players, they both are top DPS and can do that well, but one is also able to watch the battlefield and dodge out the way of attacks, he has just demonstrated that he is more skilled than the other player.

Goblin Squad Member

So I was thinking and I had a couple of suggestions for the UI.

Have the UI scalable. So we can make the whole thing smaller. Also allow us to scale individual pieces without effecting the rest of the interface.

Allow each part of the UI to be moved around whereever the player wants them too then locked down. This would include the main UI features but also things like the buff/debuff bars, special mechanics (combo point type of things).

Allow the player to have up to half or a dozen action bars.

Highly customizable raid/party interface.

Select what data gets displayed on chat tabs. Allow many chat tabs. Allow people to pick the opaqueness. Allow players to hide the chat tab if they want too.

Allow players to rebind everything.

scrolling combat text if selected.

im torn on if there should be mods allowed (like wow), they can make things much nicer. I think that GW should look at what type of mods are popular with other games, discuss if they are appropriate for PfO, and implement them directly to PfO. If you do that then there shouldnt be a reason to allow player mods.

Not allowing player mods also has the advantage of putting all the players on even footing, so one group doesnt have an advantage over another.

Goblin Squad Member

So there is a new video on the kickstarter front page about gathering resources.

I must say i LOVE it. Large scale gathering operations that require groups of people working together? Operations causing mobs to get interested and attack you, having those mobs linked to escalation (example in the vid, if bugbears are attacking your settlement, then bugbears are likely to also attack your mine)?

Great ideas! Gathering as a team activity is brilliant!

Hmmm mining guild needs help with their mines? Charter Company such and such, specializes in providing around the clock security, just contact us for all your force protection needs!.

Goblin Squad Member

unless i missed it, is there any information on crafting. In sandbox games, player crafting as the main source of goods is something that i enjoy.