Black Dragon

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Goblin Squad Member

Stephen Cheney wrote:

The original system for PvE injuries was inspired by the newest Warhammer tabletop RPG, where you had wound cards that had crit results on the back that contained a description of a negative effect and a level. NPCs would generally just take additional wound cards instead of the negative effect, since their lifespan tended to be measured in a round or two anyway. Our plan was to do something similar: each injury would have a point value that would be translated into direct HP damage for the monster.

Under the new system, dropping below the injury threshold is likely to be meaningful to creatures in a way that it wasn't before (since it's one big penalty rather than a bunch of small ones). They'll probably drop under it well toward the end of their life, but if something took you a little while to get down and there are other things to deal with, you might consider leaving it crippled for a moment to focus on other threats rather than taking the time right now to finish it off. And for tough creatures/bosses, getting it down to its crippled state after a long and hard fight may be a really useful time where suddenly the fight swings your way.

But we'll see how it goes in playtesting and assume that we may flip it back to expending it as damage if it's rarely meaningful that you've critted on a creature.

Either way, creature crits against players will build injury, not do extra damage.

Part of the problem of monotone damage output (without crits) is that it can make the ebb and flow of combat easy to predict.

Complex decision trees and short windows are what can make combat interesting/meaningful.

Some thing to keep in mind. See how it goes in play testing.

I do like the idea of pushing crippling, but basically this is just type of CC state. People make even potentially build for it - high crit low damage weapon becomes a tool for CC.

Goblin Squad Member

Pandora's wrote:
I have a concern about early access game time. Is Goblinworks really making you pay for time in early enrollment? They've said that it will be fairly featureless at first and that the major goal is crowd-sourced development. $15/month for playing in an empty sandbox to help the developer is a bit steep.

My view is that i) if it's fun to play from day one, and/or ii) it looks like it may be more fun at some point then it's worth playing the sub.

We'll see how it goes when EE is released. The vision is worth investing in at the moment.

The other point I think is important - no MMO is static. New content and game mechanics change constantly. Otherwise they get stale and boring. PFO going with MVP/EE simply means you get to play it earlier - if you wish - and/or contribute to production of a game you like.

Complaining that you are paying for a "beta" (EE) product will not make the game come out faster. Just take up your EE option later in the cycle or wait until OE.

Goblin Squad Member

Good video. Although one point - you need to work on they audio pick up placement. It was a bit washed out/echoey.

Maybe get get some lapel mics or a more directional mic.

Haven't played PF tabletop, only old school (<2E) D&D and DDO. So I'm not sure how the combat system works in PF.

Although I like the idea if injury points as a resource manage mechanic, I'm not sure if I'm keen for spike damage to be dropped for PvE. The visceral feeling of bit hits are what make combat interesting - both in MMOs and on the tabletop.

That said crits can be harder to balance against power levelling curves.

In PvP you could i) have some mechanic (purely for pvp) like fortification in DDO that stops crits or ii) force people like in Secret World to hybridise and add more HPs to their builds.

Goblin Squad Member

Dazyk wrote:

hmmm... some confusion I see...

the Pioneer description states "three months of game access..."

but after you purchase, in my downloads page, it states "one month..."

that's a bit disappointing.

I just noticed that as well. They will have to work on their description.

The checkout process was overly complicated as well. I needed to go into my account in order to add the payment details. It didn't allow me to add them via the checkout process.

Potentially because I forgot to change the address - I'm used to chrome auto-form filling this - so the post code was wrong for "US". It dropped back to the basket, but without an error message.