Please don't neglect the Z-axis.


Pathfinder Online

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Cognates Goblin Squad Member

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Before it was permanently laid to rest, I'd re-up my City of Heroes account for a month now and again just because I missed the ability to fly... but in that game, no water could be more than waist deep, so it had z-axis limitations of its own.

Whether it's via spell or wildshaping into a bird, flight is often an option in a fantasy tabletop RPG, but rarely available in fantasy MMO's. I understand that themepark MMOs tend to avoid flight because more content-building options are available to devs when they can more easily railroad players, but movement limitations could also be accomplished by taking away Disable Device and forcing players to find quest-item keys for every door. Yet for some reason picking a lock is okay while flying over a chasm isn't.

Arcane casters are often the most at-risk in open PVP, so let's be sure to include spells for flight and invisibility to help mitigate that risk.

If the z-axis is open above land and below water, the sandbox gets so much bigger, and designing with that in mind doesn't need to limit any but the most narrowly-built content.

Thanks!

Goblin Squad Member

As long as it is not easy to get and carries disadvantages equal to it's advantages.

Goblin Squad Member

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I fully support use of the z access! Deep sea monsters and caves, dragons flying in the sky, lets make full use of the world, not just ground level!

Cognates Goblin Squad Member

Anyone could eventually get 'wings of the bat', 'cape of the mountebank' or some other flight item, so it's not limited to wildshape and personal spellcasting.
Also, don't forget that the Pathfinder RPG has a 'Fly' skill, so a character's air speed and manoeuvrability should be governed by that. If someone is flying over and not bothering you, there's no reason to care that they're up there, and if they're attacking you at range, they're also within missile weapon range, and those on the ground would usually have an advantage in being able to take cover.

Goblin Squad Member

Valkenr wrote:
As long as it is not easy to get and carries disadvantages equal to it's advantages.

Part A the developers have pretty much said "if it is obtainable, it will be used by a huge portion of the players"

part B I agree with.

I actually do have to note the point in it, if flying etc... is available in the game, actually 2% of the players having flight, is worse than 90% of them having flight. Imagine a small group of 3 bandits, popping into range to attack, then raising out of range to recoup, then continuing to go down with virtually no risk, and barely even a possibility of someone else with the counter of also being able to fly after them. It creates a huge cliff of one side being drastically stronger than the other side, turns war on it's head, and pretty much keeps the position of power fairly steady on one side.

Goblin Squad Member

Hence the disadvantages like near 0 encumbrance...how good a warrior are you with no armor, how good a bandit when you cannot carry loot?

Goblin Squad Member

Onishi wrote:

I actually do have to note the point in it, if flying etc... is available in the game, actually 2% of the players having flight, is worse than 90% of them having flight. Imagine a small group of 3 bandits, popping into range to attack, then raising out of range to recoup, then continuing to go down with virtually no risk, and barely even a possibility of someone else with the counter of also being able to fly after them. It creates a huge cliff of one side being drastically stronger than the other side, turns war on it's head, and pretty much keeps the position of power fairly steady on one side.

The solution to that is to make abilities that can counter flight more common such as bolas and weights, wing clips etc that can nullify it temporarily or bring fliers down, so making it rare is not necessarily bad. But I'm not especially advocating it being rare, perhaps certain type of flight could be, I'm just saying there ARE solutions. Enchanted brooms could be fun!

Goblin Squad Member

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Based on developer comment I am almost certain flight will be in this game. My main concern is actually that the game will be over saturated by it.

The analogy I used in another thread is think of not being able to fly like a handicap. Think of a kid who is wheelchair bound. And for a brief moment, he can get up and run. It will BLOW HIS MIND. Now think on your own feeling on running. I know how I felt when I had to run in gym class and even if you enjoy it, it doesn't blow your mind.

Flying should be only be done occasionally except for races and classes that specialize in it. And those should come with significant downsides. That will actually make flying MORE enjoyable in the long run. It will keep flying down to a level people will really appreciate it rather than getting bored with it, and those who specialize in it will be uncommon enough to be valuable.

I don't want the game to reach a point where you need to cross a trench or get atop a tower and everyone in your party just turns on flight every time. That is boring/meaningless.


I would like to second the importance of the Z axis, of course with regulations attached.

Flying should make being hit a more dangerous thing, with the possibility of tumbling to the earth. But regardless, I would love to get the ability to fly at some point.


Ehh, personally I'm hard pressed to form an opinion on this one. On one hand, I understand the "cheapness" that flight seems like it brings, but on the other hand, if you're a fighter in the P&P game and haven't learned to carry Potions of Fly or a bow by level 8-9, you're bad at the game. Being able to Fly at mid-low level is as much a part of Pathfinder as goblins are.. it's a pretty iconic wizard ability.

Cognates Goblin Squad Member

It's off-topic, but I do have some experience with the perspective you mention, Andius. I'm not(yet?) wheelchair-bound, but I do have to walk with a cane when leaving my place. The MS started to affect my walking in 2007 when I was playing LotRO a lot, and there were some emotional times when I realized that my character could run while I no longer could. Eventually I learned to better appreciate what I have while I have it, rather than messing up today by mourning yesterday or dreading tomorrow.

-------

Anyway, the Fly skill should affect your speed and ability to change momentum and direction, but it could also affect your ability to stay aloft when being hit by missile weapons. A target on the ground could take cover from a flying opponent, forcing them to close, and then step out with a good mighty composite longbow or repeating crossbow. Casting Dispel Magic on a flying target could turn the tables for a grounded character as well, letting physics kill the formerly-flying attacker.

Silver Crusade Goblin Squad Member

Forencith wrote:
Hence the disadvantages like near 0 encumbrance...how good a warrior are you with no armor, how good a bandit when you cannot carry loot?

Would seem really broken if your force was all Wizards, Sorcerers and Monks.

lol a company called the flying fists.

Goblin Squad Member

I am actually more concerned with the ability to swim underwater than fly. I actually tend to think flying is more trouble than it is worth.


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Kevin C Jenkins wrote:
Before it was permanently laid to rest, I'd re-up my City of Heroes account for a month now and again just because I missed the ability to fly... but in that game, no water could be more than waist deep, so it had z-axis limitations of its own.

High five! it was always superjump for me, not flight, but same z-axis applies. Gods, I miss CoH...

And good suggestion. I'd love to see even limited flight options.

Goblin Squad Member

On the fence about it. Flight should be extremely limited, maybe once a day with limited duration. Perhaps even "illegal" to use in towns. I can imagine the game with everyone flying around, and that just completely breaks immersion for me. Though it would be kind of cool to use in just a few key situations.

Goblin Squad Member

Kevin C Jenkins wrote:
Before it was permanently laid to rest, I'd re-up my City of Heroes account for a month now and again just because I missed the ability to fly... but in that game, no water could be more than waist deep, so it had z-axis limitations of its own.

Heeey! There were pools of water where you could dive in and swim around under the surface! Probably leftover experiments for technology they never got to do anything with, but it was there!

But I agree with the sentiment. Freedom of movement is important, and too neglected in the genre. Would be a fantastic feature to have.

Goblin Squad Member

I wouldn't worry too much about flight in this game. Remember, time is supposed to pass at 4x the real life speed. The fly spell lasts for 1 min/lvl, which turns into 15 seconds a level. That means sixth level wizard/sorcerer is only flying around for a minute and a half per casting. The caster travels at a speed of 60ft per round, or 40ft if they are wearing medium/heavy armor. You cannot run while flying.

A carpet of flying gives you a fly speed of 40ft and can be used continuously. Meanwhile a horse travels at a speed of 50ft. The horse is faster and can actually Run for short periods of time increasing its speed to 250ft.

Flight gives you some advantages. You move faster than a person on foot and have a greater maneuverability. However, the duration is quite short unless you invest a vast amount of gold into an item. I could see rich/important players investing in flight items as a slower but safer way to travel between towns.

EDIT: A griffon has a flight speed of 80ft. It *can* run while flying. However, I imagine that the upkeep of these creatures can be quite high. The game could have requirements to make them into a luxury. You could have to create exotic stables for them, feed them something very rare/expensive, and pay for groomers to keep the intelligent creature socialized and happy.

Cognates Goblin Squad Member

Chiassa wrote:

High five! it was always superjump for me, not flight, but same z-axis applies. Gods, I miss CoH...

And good suggestion. I'd love to see even limited flight options.

Hehe... *high five*

I just said flight because it's a simple catch-all. I liked Teleport with a side of Hover so I could stay in the air as long as I wanted. I'll miss doing that...

Tyveil wrote:
On the fence about it. Flight should be extremely limited, maybe once a day with limited duration. Perhaps even "illegal" to use in towns. I can imagine the game with everyone flying around, and that just completely breaks immersion for me. Though it would be kind of cool to use in just a few key situations.

You don't think these spells and items get used in cities? You're in a world where these things exist, and the people with access to them are going to use them without a care about how much it resembles medieval Europe.

Fortifications may ban people from overflying their airspace, but there are plenty of flying monsters that aren't going to care about whether the places they fly over consider it illegal, and the measures in place to deal with them can just as easily deal with a flying humanoid. Having locals with access to flight is a great countermeasure in itself.

Bobthebiobitan wrote:

I wouldn't worry too much about flight in this game. Remember, time is supposed to pass at 4x the real life speed. The fly spell lasts for 1 min/lvl, which turns into 15 seconds a level.

...
[more PFRPG stats]

You're aware they're not doing a mechanical conversion, right? Also, if you're going to multiply spacetime by four when calculating how soon a spell will run out, you need to do the same for the distance you can travel in that period.

Or, more reasonably, they could do something that's fun and emulates the feel of the game rather than the mechanics.


I could see how flight could be useful and also expensive. A guild mage could spent X hours standing over a hot cauldron just to mass produce flying potions to raid a rival fort. It also requires people to want to be ready for any occasion. warriors will almost always have a composit bow as a back up weapon and wizards will have at least 1 dispell at their use or a scroll of it. can you imagin if their is fall damage? THAT would be the equalizer.

(pictures a flying paladin falling three-hundred feet after a well placed dispell) :)

Goblin Squad Member

Bobthebiobitan wrote:

I wouldn't worry too much about flight in this game. Remember, time is supposed to pass at 4x the real life speed. The fly spell lasts for 1 min/lvl, which turns into 15 seconds a level. That means sixth level wizard/sorcerer is only flying around for a minute and a half per casting. The caster travels at a speed of 60ft per round, or 40ft if they are wearing medium/heavy armor. You cannot run while flying.

A carpet of flying gives you a fly speed of 40ft and can be used continuously. Meanwhile a horse travels at a speed of 50ft. The horse is faster and can actually Run for short periods of time increasing its speed to 250ft.

Flight gives you some advantages. You move faster than a person on foot and have a greater maneuverability. However, the duration is quite short unless you invest a vast amount of gold into an item. I could see rich/important players investing in flight items as a slower but safer way to travel between towns.

EDIT: A griffon has a flight speed of 80ft. It *can* run while flying. However, I imagine that the upkeep of these creatures can be quite high. The game could have requirements to make them into a luxury. You could have to create exotic stables for them, feed them something very rare/expensive, and pay for groomers to keep the intelligent creature socialized and happy.

Welcome to the PFO forum, your TT mechanics have no meaning here. There is no such thing as a '6th level wizard' or flight time per level.

Goblin Squad Member

Valkenr wrote:
Bobthebiobitan wrote:
...PFRPG stuff...
Welcome to the PFO forum, your TT mechanics have no meaning here. There is no such thing as a '6th level wizard' or flight time per level.

Sure they do, even if the implementation/mechanics are not the same, I understand what he was describing as how he thinks the mechanics for PfO should work. Since Ryan said PfO cap should be about equivalent to 12th level characters (I might be wrong here, but that just changes the scaling), suggesting an ability become available at about 6th level means half way through your levelling in the relevant archetype. Likewise, "flight time per level" can easily be understood in PfO terms as each additional merit badge or skill training track. I had no problem making the semantic equivalences.

Goblin Squad Member

Forencith wrote:
Valkenr wrote:
Bobthebiobitan wrote:
...PFRPG stuff...
Welcome to the PFO forum, your TT mechanics have no meaning here. There is no such thing as a '6th level wizard' or flight time per level.
Sure they do, even if the implementation/mechanics are not the same, I understand what he was describing as how he thinks the mechanics for PfO should work. Since Ryan said PfO cap should be about equivalent to 12th level characters (I might be wrong here, but that just changes the scaling), suggesting an ability become available at about 6th level means half way through your levelling in the relevant archetype. Likewise, "flight time per level" can easily be understood in PfO terms as each additional merit badge or skill training track. I had no problem making the semantic equivalences.

Actually what he was saying was more of 6th-12th effective power. IE within a fairly short amount of time you will be at comperable power to 6th level character, as you get to the capstone point, you will be of rough power of a 12th..

However that is only in relation to estimated power. Not the relative stregnth of abilities. IE they were wanting to say, even at the rough power of a 12th character, that does not mean that meteor swarm will not be available to you, it means that meteor swarm might not one kill an army of trolls in a single casting. What abilities and spells will and won't be in the game, is a variable that is not set by the estimated power level the dev's have intended

Goblinworks Executive Founder

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The 6-12th level was talking about what you would and would not be doing; running empires, making waves on the regional level. Not traveling dimensionally or changing the balance of powe on a continental scale.

Links elude me. Nihimon Nihimon Nihimon!

Goblin Squad Member

Bobthebiobitan wrote:

I wouldn't worry too much about flight in this game. Remember, time is supposed to pass at 4x the real life speed. The fly spell lasts for 1 min/lvl, which turns into 15 seconds a level. That means sixth level wizard/sorcerer is only flying around for a minute and a half per casting. The caster travels at a speed of 60ft per round, or 40ft if they are wearing medium/heavy armor. You cannot run while flying.

A carpet of flying gives you a fly speed of 40ft and can be used continuously. Meanwhile a horse travels at a speed of 50ft. The horse is faster and can actually Run for short periods of time increasing its speed to 250ft.

Flight gives you some advantages. You move faster than a person on foot and have a greater maneuverability. However, the duration is quite short unless you invest a vast amount of gold into an item. I could see rich/important players investing in flight items as a slower but safer way to travel between towns.

EDIT: A griffon has a flight speed of 80ft. It *can* run while flying. However, I imagine that the upkeep of these creatures can be quite high. The game could have requirements to make them into a luxury. You could have to create exotic stables for them, feed them something very rare/expensive, and pay for groomers to keep the intelligent creature socialized and happy.

I think you are assuming WAY too much direct correlation between the P&P and PFO. I really doubt the duration of every spell will be decided by dividing the duration in the P&P by 4, and I really doubt the speed of every mount and it's ability to run, or not run, will be ported over to PFO either.

I think the decisions are going to be based on what preserves the flavor of the P&P best without unbalancing / while being fun in the MMO.

Goblin Squad Member

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Oh absolutely. However, since we know nothing of the game I was making a reference to PnP. I was talking about how in PnP the problems of flight aren't there, and why I would see no problem with creating limited duration magical flight in PFO.

They've said multiple times that they are keeping to "Feel/Spirit" of PnP without converting it completely. Things just don't work from PnP to an MMO. However, I highly doubt that they would look at their reference material and say "Hmmmmm... Well this spell here seems to be pretty limited. You go a little faster, can fly, but need to make skill checks while doing so. Hmmm... Okay, lets make it a 24 hour persistent buff and lets make a magic item of fly cheap so everyone can have it."

I'm not putting any words in your mouth or meaning any ill will. However, they have said that they're using the PnP as reference. They're going to look at it, see how it would best fit in their MMO and apply it in such a way. As such, I think it's completely relevant to bring up PnP examples. How did things work there? Was it unbalanced because the PCs could dive attack groups of enemies, retreat to 500 feet, heal, and then go back at it? What was their resource expenditure for that tactic? What sort of counter is there to prevent them from doing it?

I imagine that as a skill based MMO, one of the things that every good player will dump some time into is using magical devices. Magical fly becomes moot when everyone on the battlefield is carrying wands of dispel magic. Expensive in PnP? Sure, but it's a counter. What fighter doesn't walk around with at least one ranged weapon? What rogue doesn't have a crossbow strapped to their back? I don't think magical flight, mount flight, or wondrous item flight would be abusable in the least. Sure, if you're hunting less experienced characters you might be able to pull it off, but you probably could have melted their faces without flying in and out of range.

Goblin Squad Member

DeciusBrutus wrote:

The 6-12th level was talking about what you would and would not be doing; running empires, making waves on the regional level. Not traveling dimensionally or changing the balance of powe on a continental scale.

Links elude me. Nihimon Nihimon Nihimon!

Vic on the subject

and Ryan on the topic

Goblin Squad Member

blog wrote:

Bringing Pathfinder to the Virtual World

This system of character advancement has been honed and refined in tabletop RPGs for more than 30 years, and it works very well there. However, it does not translate well to an MMO. The biggest among the many translation problems is that, unlike a tabletop game which may be played for a few hours per week, the online game is active at all times. Development of characters on the tabletop works because of the relatively slow pace the game is played. In the digital realm, that pace would result in characters moving through a 20-level development process in mere weeks, or even days. One of the design goals for Pathfinder Online is that characters should have a viable lifespan of at least five real-time years, so we need a system that has the potential to give players interesting things to do when developing their characters over a very long time, not just a few weeks.

Another problem is that in tabletop RPGs, all of the player characters are heroic adventurers. The things those types of characters do to advance and develop (exploring dangerous places, solving problems, encountering monsters, winning fights, and getting the treasure) aren't suitable for the wider range of character types you'll find in the online version of the game: characters who focus on harvesting, or crafting, or transporting, or managing towns and organizations, or being soldiers or spies or merchants. We need a character development system that will work for all these types of characters (and that will let players change their character's careers when they wish to do so).

Also, Pathfinder Online is going to focus primarily on the kinds of classic adventure content that the tabletop game features at moderate levels—exploring dangerous areas and confronting monsters and villains that are scary and dangerous, but not challenging cosmic horrors or universe-destroyers.

Liberty's Edge Goblin Squad Member

The only good thing I can say about the closing of CoH is that it brought me back to PnP gaming (Pathfinder) and thus PFO.

Goblin Squad Member

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I'd rather see the game stay grounded. Flight should be limited, in scope and ability if not also availability. Flight in games like CoH and WoW is neat and all that, but it also drastically changes the state of the game. Roads become irrelevant, travel through unsafe areas becomes trivial. These are things that are set up to be important in PFO. Also, think of all the art assets and great locations wasted as people fly right over them to the big city they want to visit.

Goblin Squad Member

I know a lot of people are going to hate me for it... but I agree with Suviont, mostly for the reasons he gave.

There are some workarounds for some of the drawbacks which have been brought up, some benefits for flight, but all-in-all, saving the development time to not put in detailed flight mechanics and then to build the world around those is my preferred method.

Goblin Squad Member

Swimming, on the other hand, does not have a lot of the same drawbacks, since it's limited to areas with water. I originally wanted swimming (of course!), but we also talked about how silly it is to swim in plate armor in another thread long ago, which lead me to not care either way about it, since it would potentially be limited to certain characters and other players would inevitably complain about it.

Goblin Squad Member

Kakafika wrote:

I know a lot of people are going to hate me for it... but I agree with Suviont, mostly for the reasons he gave.

There are some workarounds for some of the drawbacks which have been brought up, some benefits for flight, but all-in-all, saving the development time to not put in detailed flight mechanics and then to build the world around those is my preferred method.

I don't think there will (or at least should) be any hate over having an opinion on flying. :/

There are certainly games where the ability to fly as you please works. City of Heroes was a superhero MMO. Flight was kind of a given. You were in a big city, with skyscrapers. You were a hero, going around this city fighting crime. Flying was a good fit.

WoW handles flying pretty well, too. But it's a very different game, and even then, it still has restrictions. You must be a certain level to fly in each area. You must buy a license for each area. You may not fly indoors. You may not fly in dungeons, even those that are outdoors. You may not fly in battlegrounds or arenas. You may not fly in a lot of places. If you could fly in those areas, it would break the game, or at least run counter to the purposes the game has outlined for those areas.

The spaces between settlements in PFO have purposes: Harvesting, settling, exploring, and danger. I feel like much of these purposes would be subverted by allowing flight on a large or common basis.

Goblin Squad Member

Suviont wrote:
I'd rather see the game stay grounded. Flight should be limited, in scope and ability if not also availability. Flight in games like CoH and WoW is neat and all that, but it also drastically changes the state of the game. Roads become irrelevant, travel through unsafe areas becomes trivial. These are things that are set up to be important in PFO. Also, think of all the art assets and great locations wasted as people fly right over them to the big city they want to visit.

Coh/wow don't have caravans or trade routes ;), there could be plenty of ways included to bring people down or restrict its usefulness (weight restrictions for example) include flying creatures like gryphons, drakes and rocs that make flight a risky business that often ends in plummeting to your death or becoming something's next meal.

Flight also opens up the possibilities for interesting areas, such as a settlement on top of a cliff/plateau, or a ruin. Or a series of caverns with entrances/ruins scattered across the tips of a mountain range. (Rock climbing/mountaineering would also be viable for those)

There are solutions to any problem

Goblin Squad Member

Kakafika wrote:
Swimming, on the other hand, does not have a lot of the same drawbacks, since it's limited to areas with water.

Nope. Falling in water should lead to instant death and an unrecoverable corpse. Forests and hills too... people can only travel on roads or they die.

Seriously... flight is a challenging thing to implement, but it's also very cool. Fantasy MMO's rarely touch it, or as you mention with WoW, they do so at such a late point in their development that it comes out half-arsed. I think one of the big points of a sandbox MMO is a greater degree of freedom and less railroading. Themeparks are the ones that keep their rides on rails.

Goblin Squad Member

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Keovar wrote:
Kakafika wrote:
Swimming, on the other hand, does not have a lot of the same drawbacks, since it's limited to areas with water.

Nope. Falling in water should lead to instant death and an unrecoverable corpse. Forests and hills too... people can only travel on roads or they die.

Seriously... flight is a challenging thing to implement, but it's also very cool. Fantasy MMO's rarely touch it, or as you mention with WoW, they do so at such a late point in their development that it comes out half-arsed. I think one of the big points of a sandbox MMO is a greater degree of freedom and less railroading. Themeparks are the ones that keep their rides on rails.

I don't think WoW's flying is half-baked. I think it serves a distinct purpose for a different game. The limitations on it don't mean the system is bad, just that Blizzard knows unrestricted flight everywhere would be a bad thing.

A game is defined by its affordances and constraints. There's a big differences between "railroading" and constraints. Not having or even limiting flying would not be "railroading". In fact, I think that it would open up more possibilities for the game.

There's the idea in game design of First Order Optimal Strategies (FOOS). It's the things people do in games because they are the simplest and most effective. It's the best builds for characters in RPGs, the best build order in an RTS, the best combos in a fighting game. The things that people do all the time because anything else is a waste. For the most part, designers want to have a great variety of choices that can reduce the prevalence of FOOS, or at least provide a good variety of FOOS that players will be willing to use.

To me, flying is the FOOS of travel. If it's attainable, it's going to be the way people get around. It's just too desirable. You don't have to worry about terrain or physical obstacles, you can avoid most dangers, and it's likely faster. Limitations like carrying weight or dangers in the sky might help, but I feel like these will simply be obstacles that people will quickly find the best ways around so that they can fly as much as possible. Very limited time of flight, or times per day, or maybe even flight items granting a limited total number of uses could be other good constraints to keep flying from becoming the go to method of travel.

Flight also breaks the feeling of distance and danger in the world for me. Almost every time a discussion about Lord of the Rings happens, someone always brings up "Why didn't they just fly the Ring to Mount Doom on the eagles?" There's lots of in world explanations for it (BECAUSE REASONS), but what it really boils down to is that it would have been a much shorter, much less interesting story.

I'd prefer it if we all walked to Mount Doom.

Goblin Squad Member

I think the problem with WoW's flying is its overdone. I have actually never used it but I've seen it and heard people talk about it. They get sick of seeing most of the game from the air and they get sick of how it cuts down on random player encounters.

Personally I think frequently flying characters should be no more common than bards or characters that can breathe underwater.

There should be a few things out there that give you a limited number of uses of short duration flight. Getting long or unlimited duration flight on a fairly frequent basis should constitute a meaningful character choice with consequences, just like choosing an archetype is. If you choose to be a wizard you are choosing to gain magical powers but giving up decent defense and making yourself dependent on the limited resource of spells.

If you choose to be a flying focused character you are giving up having both feet firmly planted on the ground for greater freedom to move around the battlefield. Someone with both feet on the ground is going to be more steady when they need to attack or defend. Someone zipping around through the air might have trouble aiming, and will be more easily thrown around by attacks.

Fliers should make valuable scouts and harassment during battles.Even number / even skill of non-flying characters vs. even numbers / even skill of flying characters.... Non fliers should win every time if they meet each other head on.

Goblin Squad Member

Spoken like one who prefers melee, I suppose.
The Fellowship of the Ring also lacked a healer. Wouldn't life be more interesting if everyone only healed at at the same, slow pace?

Goblin Squad Member

Andius wrote:
Personally I think frequently flying characters should be no more common than bards or characters that can breathe underwater.

*laugh* Are bards so uncommon?...or are water breathers so common? I cannot tell.

Goblin Squad Member

Bards are very uncommon.

-- Alantia Nightfall, Bard

Goblin Squad Member

Here, I see a good mix of them.

My opinion on flying: Should be expensive. Transporting goods via flight should not be cheap. You are essentially skipping everything that made the River Kingdom dangerous, and pretty much that.

Goblin Squad Member

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Keovar wrote:

Spoken like one who prefers melee, I suppose.

The Fellowship of the Ring also lacked a healer. Wouldn't life be more interesting if everyone only healed at at the same, slow pace?

Usually an archer, myself.

The LotR example was just a well known reference specifically dealing with flight in a fantasy setting. Not everything in LotR or any other popular fantasy story should be applied to PFO, it was a specific example.

I feel that making the sky an available, accessible place devalues the ground from a practical standpoint, which I think is a shame. The space of the ground has design in every facet, its features affect travel and combat in direct ways that make things interesting. You might have to divert around a canyon, or you can set up an ambush from the high ground.

When you're flying, you move in any direction as you please. This is a lot of nice freedom, but at the same time, a flight from one place to another is a straight line through the sky, and a fight in one patch of sky is virtually identical to a fight in any other patch of sky.

This is also all just opinion. We're perfectly free to disagree.

Goblin Squad Member

Marthian wrote:

Here, I see a good mix of them.

My opinion on flying: Should be expensive. Transporting goods via flight should not be cheap. You are essentially skipping everything that made the River Kingdom dangerous, and pretty much that.

I think weight should be so detrimental to flying that adventurers will trim the weight off of gear they would normally use just for adventuring on the ground. By comparison I would like to see ground traders have wagons and carts capable of carrying many, many times what a rider on a sturdy horse can.

Trade by flight should not be a viable option for anything but tiny and highly valuable goods in equally tiny quantities.

Silver Crusade Goblin Squad Member

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I'd be fine without there being flight. Half the point of the game is meaningful character interaction. Flying around, you won't see nearly as many people, trade goods will dodge blockades, etc. Flight is all cool when it happens only occasionally...but with thousands of players, it will happen all the time.

Goblin Squad Member

I think there's plenty of things you can do to make it useful without ruining the rest of the game.

Air currents? Like a layer above the tree line which will send you hurtling off course (like vanguard did with water currents), so you can't just fly anywhere, you might get dragged into a cliff face or back into the trees sending you totally off course in an area of forest you weren't expecting to be in.

Or as I said before, flying mobs, things to bring fliers down, even air based traps


Sidestepping a little bit to the main z axis question - most computer rpgs/mmos usually have a spell list that focuses mainly on combat spells, leaving a lot of noncombat spells from the books out of the picture. I'd like to see classic spells implemented that would use the z axis - rope trick, jump, levitate, maybe telekinesis, and floating disk among others. The more options to solve a problem the better, and the more the spellcasters can do out of combat or combat buffing the better.

Climbing was a prime ability for rogues and could be useful in PFO, broadening his usefulness in a unique direction from other characters.

For underwater, some spells are changed a bit - lightning bolt amoung others was very different underwater compared to open air. Airy water actually changed the water around you compared to waterbreathing spells and spells with one might work normally but not with the other.

Goblin Squad Member

Randomdays wrote:

Sidestepping a little bit to the main z axis question - most computer rpgs/mmos usually have a spell list that focuses mainly on combat spells, leaving a lot of noncombat spells from the books out of the picture. I'd like to see classic spells implemented that would use the z axis - rope trick, jump, levitate, maybe telekinesis, and floating disk among others. The more options to solve a problem the better, and the more the spellcasters can do out of combat or combat buffing the better.

Climbing was a prime ability for rogues and could be useful in PFO, broadening his usefulness in a unique direction from other characters.

For underwater, some spells are changed a bit - lightning bolt amoung others was very different underwater compared to open air. Airy water actually changed the water around you compared to waterbreathing spells and spells with one might work normally but not with the other.

Awesome point, I would much rather see time spent making climbing and swimming available to all characters (to varying degrees based on skill/badges and encumbrance) than flying. Likewise, I would like to see non-combat and non-flight uses of magic, such as teleport, within visual range.

This plays into much earlier discussions about the types of non-combat challenges we would like to see in dungeons. I hope cave systems are not 2-dimensional, I hope dark, gloomy forests have trees with branches...I hope progression is not linear, here is the beginning of the dungeon, here is the end...instead let us explore the dungeon as we are able. Did not bring either a grappling hook or wizard with teleport (or other similar effects), well you do not get to see what is down the wing of the cavern with the entrance 30ft off the cavern floor. Don't bring a rogue who can pick locks? Well you do not get to get past the part with the ancient portcullis. Etc...Etc...

Good call Randomdays.

Goblin Squad Member

But also creatures. It annoys me seeing a harpy that flies 3ft of the ground, a harpy would fly up and swoop down, not come charging at you hovering just above the ground.

A flying dragon migration would be awesome and terrifying.

Goblin Squad Member

Forencith wrote:
I would much rather see time spent making climbing and swimming available to all characters (to varying degrees based on skill/badges and encumbrance) than flying.

So people who aren't good at climbing because they don't have much in the way of physical stats or skills get to be the ones stuck to the floor, right...

Quote:
Likewise, I would like to see non-combat and non-flight uses of magic, such as teleport, within visual range.

That's dimension door, not teleport.

Quote:
I hope dark, gloomy forests have trees with branches
There is no true darkness because lighting is handled client-side, and therefore, is hackable.
Quote:
I hope progression is not linear

...except when it comes to leaving a solid surface. It would be better to nail everyone's eyelids to the floor than to considee flight.

Quote:
let us explore the dungeon as we are able.
...as long as that doesn't include a flight spell.
Quote:
Did not bring either a grappling hook or wizard with teleport (or other similar effects)

...unless that effect is flight or levitation.

Quote:
well you do not get to see what is down the wing of the cavern with the entrance 30ft off the cavern floor.

...because only rope-climbers need apply for adventuring anywhere off a paved road.

Quote:
Don't bring a rogue who can pick locks? Well you do not get to get past the part with the ancient portcullis.

Since there's no way in hell a knock spell or the ability to break an "ancient" (and likely rusted) gate should be included.

Goblin Squad Member

Keovar wrote:
Forencith wrote:
I would much rather see time spent making climbing and swimming available to all characters (to varying degrees based on skill/badges and encumbrance) than flying.

So people who aren't good at climbing because they don't have much in the way of physical stats or skills get to be the ones stuck to the floor, right...

Quote:
Likewise, I would like to see non-combat and non-flight uses of magic, such as teleport, within visual range.

That's dimension door, not teleport.

Quote:
I hope dark, gloomy forests have trees with branches
There is no true darkness because lighting is handled client-side, and therefore, is hackable.
Quote:
I hope progression is not linear

...except when it comes to leaving a solid surface. It would be better to nail everyone's eyelids to the floor than to considee flight.

Quote:
let us explore the dungeon as we are able.
...as long as that doesn't include a flight spell.
Quote:
Did not bring either a grappling hook or wizard with teleport (or other similar effects)

...unless that effect is flight or levitation.

Quote:
well you do not get to see what is down the wing of the cavern with the entrance 30ft off the cavern floor.

...because only rope-climbers need apply for adventuring anywhere off a paved road.

Quote:
Don't bring a rogue who can pick locks? Well you do not get to get past the part with the ancient portcullis.

Since there's no way in hell a knock spell or the ability to break an "ancient" (and likely rusted) gate should be included.

Agreed.

However it Would be cool to have specialist tomb raiders, treasure hunters, spelunkers etc that have special uses and talents in these sorts of non combat adventure areas of gameplay.

Goblin Squad Member

Keovar wrote:
Forencith wrote:
Likewise, I would like to see non-combat and non-flight uses of magic, such as teleport, within visual range.
That's dimension door, not teleport.

Because I pick nits, dimension door is a teleportation spell. Its school is conjuration [teleportation]. No, it isn't teleport, but it does teleport you.

Personally I'd like to see content that allows the skill-based class archetypes like Rogues and Bards to use skills. If you choose to be a type that focuses on straight up fighting instead of mobility, then you should be allowed to, but I'd like the ability to generalize more.

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