Please, pretty please forbid jumping


Pathfinder Online

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Goblin Squad Member

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Escalation is one of my favorite concepts in PFO. It should work out elegantly, though the timing of escalation cycles will likely be challenging to set. Too fast and the players will be over whelmed. To slow and there will be too little PvE content generated.

What it looks like over time is almost fractal. If players are focused only on the areas around their settlements then the farther reaches beyond those settlements will grow more and more dangerous over time. You should find areas that are well-tended centering on the NPC starting areas, but farther away where player-character intervention is less common escalated hexes should be higher tier and more dangerous therefore.

One thing that could make 'the Wilds' more self-moderating is if the escalated hordes that are in 'migration' status also attack other escalated hordes, especially if opposite alignment (because not all hordes will be evil or chaotic, I would predict). The end state of that, unmediated, should result in a few very high level hordes forming their own centers of dominance surrounded by lower tiered infestations.

Alas I have wandered off topic :(

Goblin Squad Member

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Being wrote:
Relatively simple compared to twelve hundred fetch and kill quests since it can be one process or routine coded and then called by various specific and unbuildable hexes. Then they let it run automated on an escalation cycle timer.

And more dynamic and epic in influential change on the map. I like the idea of finding a "friendly mob" in an escalation hex and "promoting it" to full blown migration towards enemy settlements. Possibly "good/evil" quests that are in game play into promoting escalations of the relevant, alignment-sharing mobs? Adding a certain strategy of pve influence further pve of the opposite alignments?

...and let these mobs jump (as well as have cake!).

Goblin Squad Member

The only PVE mentioned so far, and on more than one occasion, has been:

1. Monster Hex Escalations

2. Random MoBs in wilderness

3. Player Generated content

There was at least one mention that there would be some GW created PVE dungeons, but not many. I believe the goal is for players to create it through the Foundry System.

The remaineder of player interaction is geared towards PVP, which is not exclusively combat.

Goblin Squad Member

Bluddwolf wrote:

The only PVE mentioned so far, and on more than one occasion, has been:

1. Monster Hex Escalations

2. Random MoBs in wilderness

3. Player Generated content

There was at least one mention that there would be some GW created PVE dungeons, but not many. I believe the goal is for players to create it through the Foundry System.

The remaineder of player interaction is geared towards PVP, which is not exclusively combat.

I did a summary of the PvE emphasis blogs: Here.

Adventure in the River Kingdoms

- for PvE discussion eg Out of Adventure, Explorations, Development, Dominion - the Adventure content seems to apply to eg a party of adventurers exploring a dungeon. etc.

Where the Wild Things Are - for Dungeons and mobs
Designing Thornkeep - gives a taste of some of the lore
Live Through This - for NPC Alliances
&
Over the Hill and Far Away - Includes Escalation and Wilderness Hexes
Darkness on the Edge of Town - Fort Inevitable

Scarab Sages Goblin Squad Member

AvenaOats wrote:
Bluddwolf wrote:

The only PVE mentioned so far, and on more than one occasion, has been:

1. Monster Hex Escalations

2. Random MoBs in wilderness

3. Player Generated content

There was at least one mention that there would be some GW created PVE dungeons, but not many. I believe the goal is for players to create it through the Foundry System.

The remaineder of player interaction is geared towards PVP, which is not exclusively combat.

I did a summary of the PvE emphasis blogs: Here.

Adventure in the River Kingdoms

- for PvE discussion eg Out of Adventure, Explorations, Development, Dominion - the Adventure content seems to apply to eg a party of adventurers exploring a dungeon. etc.

Where the Wild Things Are - for Dungeons and mobs
Designing Thornkeep - gives a taste of some of the lore
Live Through This - for NPC Alliances
&
Over the Hill and Far Away - Includes Escalation and Wilderness Hexes
Darkness on the Edge of Town - Fort Inevitable

Join Forces Underground also has a little bit more information on NPC alliances for assassins.

Goblin Squad Member

All of that sounds like enough PvE to keep someone who wants to stick to PvE busy. ( Not regarding the possebility to actively stay out of PvP or the lack of it)

Goblin Squad Member

Papaver wrote:
Nihimon wrote:
PFO is a budget MMO that has publicly declared their intent to focus on developing systems that allow the players to interact with each other, rather than spending resources on lots of PvE Content.
If not a significant amount of PvE content then what is escalation?

Sorry if I botched the message :)

Goblin Squad Member

Nihimon wrote:
Papaver wrote:
Nihimon wrote:
PFO is a budget MMO that has publicly declared their intent to focus on developing systems that allow the players to interact with each other, rather than spending resources on lots of PvE Content.
If not a significant amount of PvE content then what is escalation?

Sorry if I botched the message :)

I think Nihimon is right to "shoot a warning shot over the bows". The budget of PFO is about 5-10m$ compared to >50m$ of some themeparks, so that difference will likely bear out in the sheer dev created content, I think. All about expectation setting.

Goblin Squad Member

Nihimon wrote:
Papaver wrote:
Nihimon wrote:
PFO is a budget MMO that has publicly declared their intent to focus on developing systems that allow the players to interact with each other, rather than spending resources on lots of PvE Content.
If not a significant amount of PvE content then what is escalation?
Sorry if I botched the message :)

For the record, I was trying to help spread this message:

There are a lot of elements in Pathfinder Online that are really innovative compared to standard MMO options like "collect quests", "go on missions", that kind of thing. Since it's so heavily sandboxed, how does it handle PvE content and integrating that?

Ryan Dancey: So, we see PvE as, on some level, a foundation of the game that has to be in there in order for it to work, but not a focus of the game. It's not something that we want to spend our time necessarily developing a lot of content for, and we don't necessarily want the players to have to spend a lot of time interacting with that content.

Scarab Sages

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KitNyx wrote:
What if jumping quickly burns "endurance", "stamina", or "action points" (or whatever fills that function)?

This.


I like jumping...
Am I having wrongbadfun?

Goblin Squad Member

If you know it is extremely irritating to others who are with you, would it be wrong of you to jump even more often around then because it irritates them?

Goblin Squad Member

Being wrote:
If you know it is extremely irritating to others who are with you, would it be wrong of you to jump even more often around then because it irritates them?

Nothing is evil in itself, but the spirit in which it is done.

What is spirit? Well, what is that thing which goes into another person when you inspire them? That is spirit.

Goblin Squad Member

What about a 2 or 3 button jump command. Not simultaneous, sequential. That might slow down all but the most mean "spirited" jumping.

EDIT: Actually I mean slow down the most mean "spirited" jumping or all but the necessary jumping.

Scarab Sages Goblin Squad Member

1 person marked this as a favorite.
Bringslite wrote:

What about a 2 or 3 button jump command. Not simultaneous, sequential. That might slow down all but the most mean "spirited" jumping.

EDIT: Actually I mean slow down the most mean "spirited" jumping or all but the necessary jumping.

Nope. It punishes those who use jumping normally and does nothing to stop abusers who would just make a macro to get around it. Just make movement have a stamina cost, and people will have to choose between jumping or running in circles and attacking.

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