If the Pathfinder MMO has the Summoner class...


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It would be unbelievably awesome if you could get the system, or one very similar to the game Spore.

You'd pick the base form and that would be the basic body that could then be molded to fit the players whim.
Evolutions would be unlocked at diffrent levels and cost evolution points as they are in the book but when want to add them to your eidolon you drag and drop it from the list and pop it on to the base form wherever you wish and can then customise how it looks from there.


Interesting, but probably too code-intensive.

Silver Crusade Goblin Squad Member

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Tiny Coffee Golem wrote:
Interesting, but probably too code-intensive.

Pretty much this. It would require importing effectively a whole separate game engine in. I can't see it for launch, and it also leads to some tough questions. For example, it seems obvious Goblin Works wants an ESRB rating of T, but what would the ESRB think of Phallus-Monsters and their ilk running about all over the game?

Goblin Squad Member

I believe Vanguard had something similar with Necro pets. I don't think their looks changed but you could "equip" them with body parts.

Goblin Squad Member

I agree with rafkin's suggestion.

Maybe on the base forms, there are certain areas you can put limbs, and on top of those limbs, other evolution points.

IE For quadruped, there could be like 10 different areas you could put an evolution (It's possible to have a 20-limbed eidolon as far as I know.) and then a tail slot, higher body parts, etc.

Dunno, but didn't they mention worrying about the core classes first?

Goblin Squad Member

Yeah while this would be an interesting and fun feature, that much attention being payed to the customization of summoner pets would detract from other areas in the game. What you suggested is almost a game in itself. I wouldn't support it unless you and some friends coded it yourself then sold if to Goblinworks for a good deal.

We should never see more customization of things like henchman, companions, and pets, than we should of the player's own avatar in-game. I'm not opposed to some customization, (in-fact I think a small amount is a really great thing.) but it needs to be simple... not build your own pet from scratch.

Sovereign Court Goblin Squad Member

I think it'll be quite some time before we see any of the APG, UM, or UC classes. Since they're not listed as one of the introductory "classes" of the game at launch, I'd think they'd be waaaay down the road, if they show up at all.

Which, hopefully they will.


Alexander_Damocles wrote:
Tiny Coffee Golem wrote:
Interesting, but probably too code-intensive.
Pretty much this. It would require importing effectively a whole separate game engine in. I can't see it for launch, and it also leads to some tough questions. For example, it seems obvious Goblin Works wants an ESRB rating of T, but what would the ESRB think of Phallus-Monsters and their ilk running about all over the game?

And have you stat-blocked those Phallus-Monsters yet? Your audience patiently awaits...


Andius wrote:
not build your own pet from scratch.

but thats where all of the fun of being a summoner is.

Goblin Squad Member

Pumperknicle wrote:
Andius wrote:
not build your own pet from scratch.
but thats where all of the fun of being a summoner is.

That may be so, but then the summoner class is not practical for use in an MMO. The creature designer was like the main feature of Spore. The summoner isn't even a basic character class here.

I agree that it would be fun, but I think you would be using a massive amount of development resources targeted to a very small portion of the game's overall audience.

Not saying they should never put any effort into a cool character class but they probably shouldn't design a game in itself for one class.

Goblin Squad Member

It would not be that difficult. In EQ2, Mages can use 4 different pets, with 4 different models. Plus, there are dozens of "potions" you can buy that change the visual appearance of your pet.

You can equip them with gear just like a character too.

So its not really much of a leap to make eidolons.

I think it's obviously something for an expansion though.

Sovereign Court Goblin Squad Member

I don't think it would be overly complicated to implement an Eidolon evolution system, but it is definitely not something I expect or even want at the game's creation.

At first it all seems to be reasonable:

You pick a base type, maybe add some limbs, some wings, and some special abilities. All of those contribute to the final appearance.

Start with a quadruped, add two extra sets of legs and you unlock an 'appearance theme' for arachnid or insect. Suddenly those legs become insect legs. Grab a "Bite" evolution, and some pincers appear. Grab a poison evolution.

Later on you drop a pair of legs for a sting attack, and swap where the poison is. Switch from arachnid to insect and you get a scorpion.

The 'themes' available would be based on what evolutions the eidolon has.

Then you realize there's no accounting for the people who spend 32 evolution points on nothing but extra arms...

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