Transcript of Mark Kalmes interview on Fear the Boot


Pathfinder Online

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This is a transcript of Mark Kalmes's interview on Fear the Boot discussing Pathfinder Online, for those who prefer to read it. It's got a lot of interesting info and paints a pretty good picture of what the developers are going for with the game (and convinced me to back the Kickstarter).

Part 1: http://subscriptorium.com/741/2samples/1ftb
Part 2: http://subscriptorium.com/753/2samples/1ftb

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Awesome--thanks so much for putting this up.

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1 person marked this as a favorite.

Part 1

Part 2

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Nihimon wrote:

Part 1

Part 2

Thanks! Sorry, new to the forum, thought it might recognize a URL.

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I'm curious about the use of the work "shanking." Did Marc really say that, or is this a transcription error for "ganking?"

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Mbando wrote:
I'm curious about the use of the work "shanking." Did Marc really say that, or is this a transcription error for "ganking?"

Someone said "shanking" and then everyone else started saying "ganking" or "shanking" interchangeably.

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Mbando wrote:
I'm curious about the use of the work "shanking." Did Marc really say that, or is this a transcription error for "ganking?"

I think I remember him saying shanking when I listened to it earlier. I can't listen again at work, but I'm 70/30 on it.

Shanking (at least here) refers to criminal stabbings, a makeshift implement for said stabbings being called a shank. But I live right by a demon pit of crime where we hear about them not infrequently.

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Shanking is a slightly dated term for stabbity-stabbing.

~edit~ Hrod ninja'd my post.


Still reading through the interview. But a lot he's saying is really going to change what's assumed in a number of threads I've read. He's letting slip a lot of details that of course can change, but give us insight into where they are going with their design process.

Really good stuff!

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I'm reasonably familiar with "shank," you know, from all my time in prison :p

Ganking is a much more used term in gaming discourse.

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When I listened to it yesterday he distinctly said 'shanking'. Given what Val is saing I'll have to also read the transcript.

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NM--it's deliberate:

Quote:


Dan: And then ganked by John.

Johann: Shanked.

[Laughter]

Mark: And shanked by John.

Part 1 was a good read--only a bit really new, but good to hear some stuff fleshed out. Am interested in his comments on hiring an NPC crier/transport fro newb cities, and for the idea of a postal system (that's a pretty big change).

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Valandur wrote:

Still reading through the interview. But a lot he's saying is really going to change what's assumed in a number of threads I've read. He's letting slip a lot of details that of course can change, but give us insight into where they are going with their design process.

Really good stuff!

I totally agree. I think the interview addresses a lot of the concerns I've seen on the forums and the Kickstarter comments. If you know anyone who's on the fence because of one of these concerns, like they don't know why they should be funding a senseless PvP bloodbath, for example, maybe you should suggest they check out the podcast and/or the transcript.


Quote:

Mark: No, formations. So what we’d really like to do is have there be a big combat advantage to standing in an actual infantry line in formation. Part of the problem with PvP on a large scale in MMOs is that what happens is the whole battlefield is nothing but a grand melee. So people are just running constantly back and forth and there’s all kinds of crazy actions going on, and it’s just bedlam. It doesn’t look like a normal combat, right?

We’d love it if people can lock together into a shield wall, for one thing, block movement when they do that, so you can’t…
John: I was just going to say that: if I may offer one suggestion to be the cornerstone of this effort, don’t let people just run through one another.
Mark: Exactly.

While he doesn't come out and say it. It seems that player collision will be possible. In many aspects this is real cool! Especially given the territory wars that will occur. It'll be possible to blockade a structure to keep enemies out. Or form shield walls that could break Calvary charges etc... Excellent if they keep this as a design feature.

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Valandur wrote:
Quote:

Mark: No, formations. So what we’d really like to do is have there be a big combat advantage to standing in an actual infantry line in formation. Part of the problem with PvP on a large scale in MMOs is that what happens is the whole battlefield is nothing but a grand melee. So people are just running constantly back and forth and there’s all kinds of crazy actions going on, and it’s just bedlam. It doesn’t look like a normal combat, right?

We’d love it if people can lock together into a shield wall, for one thing, block movement when they do that, so you can’t…
John: I was just going to say that: if I may offer one suggestion to be the cornerstone of this effort, don’t let people just run through one another.
Mark: Exactly.

While he doesn't come out and say it. It seems that player collision will be possible. In many aspects this is real cool! Especially given the territory wars that will occur. It'll be possible to blockade a structure to keep enemies out. Or form shield walls that could break Calvary charges etc... Excellent if they keep this as a design feature.

And one of the Daily Deal items is a staff that pushes enemies back. Pushes enemies back... out of formation? Thereby eliminating their bonus?

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I originally didn't look at the podcast due to the time commitment... thanks for posting this transcript!

Mbando wrote:

NM--it's deliberate:

Quote:


Dan: And then ganked by John.

Johann: Shanked.

[Laughter]

Mark: And shanked by John.

Part 1 was a good read--only a bit really new, but good to hear some stuff fleshed out. Am interested in his comments on hiring an NPC crier/transport fro newb cities, and for the idea of a postal system (that's a pretty big change).

Yeah, I also felt there were several bits of new, juicy information. Also, several specific statements that RPKing will be extremely discouraged :'(''''

I found this section to be particularly important, considering the concern that keeps popping up:

FTB Interview Transcript, Part 1 wrote:
Mark: So like has been said before, the guilds are participating in this game of guild warfare, but they need to have normal players doing normal things in their territory in order to succeed. So they have to have PvE players who are just fighting trolls and fighting goblins and fighting dragons and doing fantastic stuff in that area in order to compete in the other game. They need to attract those players and set up a safe situation for them so that they’ll feel safe in the environs of this town, and then task the players with well, we need to clear the goblins out of this forest.

This is one of the final paragraphs in part 1. Just started reading part 2, and there is another reference to it and the escalation system.


Kakafika wrote:

I originally didn't look at the podcast due to the time commitment... thanks for posting this transcript!

Mbando wrote:

NM--it's deliberate:

Quote:


Dan: And then ganked by John.

Johann: Shanked.

[Laughter]

Mark: And shanked by John.

Part 1 was a good read--only a bit really new, but good to hear some stuff fleshed out. Am interested in his comments on hiring an NPC crier/transport fro newb cities, and for the idea of a postal system (that's a pretty big change).

Yeah, I also felt there were several bits of new, juicy information. Also, several specific statements that RPKing will be extremely discouraged :'(''''

I found this section to be particularly important, considering the concern that keeps popping up:

FTB Interview Transcript, Part 1 wrote:
Mark: So like has been said before, the guilds are participating in this game of guild warfare, but they need to have normal players doing normal things in their territory in order to succeed. So they have to have PvE players who are just fighting trolls and fighting goblins and fighting dragons and doing fantastic stuff in that area in order to compete in the other game. They need to attract those players and set up a safe situation for them so that they’ll feel safe in the environs of this town, and then task the players with well, we need to clear the goblins out of this forest.
This is one of the final paragraphs in part 1. Just started reading part 2, and there is another reference to it and the escalation system.

Yes, this is one of the parts I was talking about. Also his comments about hiring NPCs was revealing and cool. Having the ability to hire a guard to stand at a players business, say a business that's been beset by thieves or whatever, is quite cool.

And having the ability to hire more NPC guards for your settlement would be very nice. He mentioned that and it's not difficult to code.

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One thing about GW that mark mentioned is how open about their development process is with us. I rather enjoy that. I understand that they are very very very early in the process and as time goes on they will start deciding what can be put in and what can wait, but seeing what they are considering and hearing it from them is exciting and makes me look forward to the game.

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