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you know what, with limited funds, and a non traditional style of mmo i wasnt expecting it to look very smooth. i was expecting EQ style graphics and very bland armor skins.
boy was i wrong.im very impressed with how this game is looking so far.
from what little ive seen, and the powerpoint presentation from the CEO, it seems this game is very in sync with what i want MMO's to be. when he said " you can become a merchant" my mouth dropped. i never thought i would hear those words in an MMO post WOW.
this game, forgive me for the POV, seems like a very close version ElderScrolls, and of what the table top game is about.
KEEP UP THE GOOD WORK! i want to give you all my money , so dont give me a reason to not play it, and for the love of god dont follow in biowares foot steps. have this game comeout soon so i dont die before its released!

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Succession has lots of good definitions/uses: Sounds like it would be a success!

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Here are a few more...
From Geology
Lithification - The process by which unconsolidated sediments are converted into (sedimentary) rock. Essentialy turning something into rock.
Diagenisis - Any biological, chemical or physical change undergone by sediments after thier initial process while they are undergoing lithification. In laymans terms, the changes that happen as something gets turned into rock.
Agglomerate - The Process by which certain types of volcanic rocks fuse together into a mass.
Metamorphosis - (Also from Biology) The process by which igneous and/or sedimentary rock is converted into metamorphic rock due to intense pressure and heat deep within the Earth. Essentialy a fundemental change in an object/creature into a different (usualy more "mature") form.
From Astrophysics
Accretion - The growth of a massive body through gravitationaly attracting more matter. How stars and planetary bodies are formed.
Exogenisis - The theory that life origionated outside of the earth (or more genericaly a "planet") and was carried there through meteorites. More genericaly the seeding of life from outside or more litteraly in Latin "Origin from external"
From ThermoDynamics/Chemistry
Exothermic - The release of energy.
Resonance Bonding - Molecules which are formed by atoms which contribute thier electrons to multiple other atoms.

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In knot theory, a branch of mathematics, a Brunnian link is a nontrivial link that becomes trivial if any component is removed. In other words, cutting any loop frees all the other loops (so that no two loops can be directly linked). Wikipedia.
A Brunnian braid is any of a class of braids where if any one strand is removed, the remaining strands are not braided.
By analogy, Brunnian development would be a paradigm of development where everything falls apart unless everyone works together.
Variant names: Borromean, (after a name associated with the coat of arms which depicted such a knot), valknut (old norse name for a similar symbol).
I think valknut development sounds nice, but I can't see a way to make it clear from just the name what it means to anyone who isn't heavily into topology or Norse history...

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Open Input made me think of Reactive Developement
I think reactive would scare the crap out of many people. When I hear reactive development, my first imagination is GMs that throw an OP item/skill into the game, realize it ruins the game, then nerfs the OP item and hopes the damage is minimal. While understanding feedback is critical, even when driven by player input GW needs to be pro-active not reactive. Which from what I've witnessed, they are.

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I didn't mean reactive to their own actions, reactive to player feedback and what the community wants done next. Since you brought up the scenerio, it seems likely that post-release changes will 'ruin ' the game for some people. Some will love the updates and some will hate it, thats MMOs .I have wondered how this player feedback driven developement will NOT turn into nasty factional infighting.

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I didn't mean reactive to their own actions, reactive to player feedback and what the community wants done next. Since you brought up the scenerio, it seems likely that post-release changes will 'ruin ' the game for some people. Some will love the updates and some will hate it, thats MMOs .I have wondered how this player feedback driven developement will NOT turn into nasty factional infighting.
Yeah I knew your intent, but our goal is to come up with something of which the first impression from the phrase, I'm not saying what you were intending, I'm saying what the first thing that comes to mind when I read it.

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First rule for anyone trying out Pathfinder Online should be "Any rule can change, any time" and it's just a natural part of the game and the way it's being developed - an ingrained part of the fun experience.
So, actual input:
Flux development
Sadly, it doesn't go to great lengths in explaining the synergetic developer-audience perspective.

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First rule for anyone trying out Pathfinder Online should be "Any rule can change, any time" and it's just a natural part of the game and the way it's being developed - an ingrained part of the fun experience.
So, actual input:
Flux developmentSadly, it doesn't go to great lengths in explaining the synergetic developer-audience perspective.
Yeah, modding eg SteamWorkshop or Player Studio (SOE) seem like a sort of encompassing term for players' active contribution, but not so much mods and more consensus design/dev feedback. I like flux but not sure it gives the right impression of progressively improvement changes.
HEURISTIC seems to fit, but it may not be buzzy enough?
I like "call-in" as in 'radio call-in's' and people mouthing off their crazy views!