
![]() |

...
Of course your argument about monsters being more interesting ti fight just brings us back to the desire of myself and others to allow monster races as playable races. Though when players are allowed to step outside the archtype molds of classes then the players become more interesting (another reason I HATE classes)
We could put together a suggestion to allow players to play a session as a monster in a way that might be more palatable to the developer and attractive to the designer.
I did one once for LotRO before they introduced their ideas for monster-play. They didn't do what I suggested, but they did what they thought they rightly could (and there is no way to know whether my input and the input of the others sparked their monster-play or not: If our ideas did inspire them they put their solution together awfully fast.).
Might even become or contribute ideas toward an add-on account upgrade GW might offer well after the kickstarter is just a memory, who knows?
So, to get to the point finally, my idea is that the player gets an option to spawn as a monster. A worthwhle monster like a troll or hill giant or unicorn or vampire which is at a location ripe for escalation. The player should have no way of knowing where exactly he or she is unless they see a landmark they recognize. This is to partly counter the tendency to game the system. The player has no way to communicate to others in the game (we cannot control for roommates and Vent/TS). He/she is not afforded player character name tags or anything that could be used to spare/seek out another player just because of who they are.
Along with the monster the monster's normal kin will move with it, just like they would for a normal escalation invasion or migration.If the player-monster has a loot opportunity it automatically does, and that loot becomes what it will drop beyond the normal loot table drops.
The monster is only there for that player so long as that player is logged into it. If the player logs or disconnects the monster will resume AI guidance.

![]() |

They've already announced a limited form of moster play, Being, for alphas. Personally, I'd rather not see any more added. Monster Play for PCs is just a way for people to PVP without risk of the usual consequences.
Crowdforger Alpha Additional Benefits
All Crowdforger Alpha backers will be given the opportunity to take part in monster casting for Pathfinder Online. Monster casting is a pool of players from which we will draw participants in various monster-based events in the campaign. Participants will be able to play the roles of the monsters needed for the campaign event and will be given direction by the Goblinworks staff on playing these monsters. Being in the monster casting pool is currently the only way that players will be able to play monsters while playing Pathfinder Online. This is a special privilege and not a right—if it is abused by a member of the monster casting pool, this privilege will be taken away.

![]() |

I can understand why we don't need very many monster- play as described above, that's why I want monsters as playable races, preferably balanced with the normal choices. It would be nice if the starting choices would be "civilized" or "uncivilized"
Civilized would start at a town, get AI protection in starter areas, normal racial choices, etc. But Uncivilized players would start in the wild away from settlements, get auto attacked by settlement AIs, can't group with civilized players (except at the lowest level, the party), have more limited crafting choices, etc.
If you want access to crafting and merchents you need to be a civilized race to get best options, but you could play a monster race with the price of being an outcast, and needing to get stuff from dead PCs, or perhaps some limited crafting abilities for goblins, kobalds, etc
Basically, monsters are put into the position of generally soloing, thus is more difficult, but could still be balanced.
I'll flesh this idea out a little bit more, but later.

![]() |
1 person marked this as a favorite. |

If you start the game late you will NEVER catch up unless the early enrolees stop training for some reason.
You can invest all the time, effort, money, etc you want but you can NEVER EVER EVER catch up.
I think it's important to keep in mind that you will be able to catch up on any particular skill. It's not like the first Wizard in the game will always have a better Fireball than any Wizard who showed up later.

![]() |

Yup. In EVE Online it doesn't take that long (far less than a year) to max out (or close enough) skills needed to do PvP. Goblinworks is focusing on breadth of skill options. That means you'll be able to catch up on a particular specialization far sooner than you'd expect. You'll just never have all the skills (even if you start day one and never stop training for 15 years).