A quick overview of what I think you can do in PFO (please comment)


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Goblin Squad Member

So I have been reading all I can find on developer comments and I have compiled a rough estimation of what "roles" you can fill in PFO. Of course you can overlap these as you enjoy.

1) Explorer - Solo or with friends. Leave the safe zones and go explore the world that will be full of random mobs to go find and fight. Random instanced dungeons can be found that you can explore. Mobs drop drop some loot and crafting resources. Loot can be sold to other players back in the safe zone. Avoid (or kill) criminals.

2) "Criminal" - Kill other players outside the safe zones. Take their stuff sell it in the safe zones or player cities.

3) Bounty Hunter - kill criminals. Take their stuff and earn the rewards.

4) Miner - Explore the world while surveying for natural resources. Harvest what you can and bring it back or set-up harvesting structures to get big loads. Protect your node from random mobs and from criminals. Protect the transport of your resources. Sell it in the safe zones.

5) Refiner - minor role. Use refinery skill to take raw natural and organic resources and refine it so the crafters can use it. Buy in bulk and resell the refined materials or collet it yourself. Easily can be worked into a Miner or Crafter kit as additional skills.

6) Crafters - every player item is best as player crafted including the structures. Each type of item like weapon, structure, armor, jewelry, etc. will have its own skill tree to level. Discover recipes and acquire resources for your NPC crafter to make. Can be done at "low" levels in the safe zones, but for truly magnificent crafting you must go make your own crafting location out of the safe zone. Probably in a player settlement offering you protection while you craft.

7) Chartered Company member/leader - members of chartered companies can do all the things above as a group and some players will enjoy leading companies.

8) Settlement member/leader - large companies or conglomeration of companies will build player settlements for trade and storage. Have a house! Be part of the militia! Raid other settlements!

9) Kingdom subject/king - collection of settlements will form kingdoms. Join an army! Raid other kingdoms. Go to war!

"Devotion" achievement - each class will have a capstone achievement for specializing. (It would be cool if miners and crafters had capstone abilities also).

Figure out how to edit...

Merchant - whether it is travel the settlements or owning an shop/inn - These auction house wizard will buy low and sell high or act as a middle man to sale your crafted or "acquired" items.

Mercenary - Need protection? Why hire a bounty hunter when you can prevent the crime to start with? Guard travelers, guard mining operation, guard settlements, act as border patrol for kingdoms. Wandering monster, criminal, or enemy - none belong while there is a mercenary around unless they pay better. Chartered companies/settlements/kingdom will have plenty of loyal combatants/militia/soldiers...

Goblin Squad Member

Close. They did away with capstones in favor of a "Devotion" system providing a bonus when all your slotted abilities are from one archetype.

Grand Lodge Goblin Squad Member

I find the term "explorer" to be an insult to us adventurers. I prefer the term adventurer, freelancing wealth redistribution specialist, or my favorite, "You and and your darn dog."

Goblin Squad Member

I'm pretty sure the rogues claimed "Freelance Wealth Redistribution Specialist".

Goblin Squad Member

Those seem about right.

Although, the market people is missing (then again, I don't think there needs to be a complex system/number of skills for that.)

Oh and mercenaries. Many people are going to want protection on the River Kingdom.

Goblin Squad Member

As broad categories go: Eg hardcore, killer, socialiser, builder?, leader, role-player, merchant/market guru etc. There's also the Careers as well as the Skill-Training eg Soldier, Bandit etc.

Depends on what level you want to categorise. The broad summary ones as for a sandbox seem "at a glance" useful.

Liberty's Edge Goblin Squad Member

The Miner role reminds me of the MMO in the novel REAMDE. If you have not read it, pretty interesting book PLUS the MMO and the concept behind it are pretty interesting.

If PFO embraced making "real" money in the game (gold miners) it could be a revolution in the MMO world. The shop owner could spend real money to MAKE real money...

Same with every role mentioned... SOME folks spend cash to play, and spend EXTRA cash to get the widget they want.

OTHER folks GET cash (actually MAKE real money) by being a great crafter, brewer, thief, etc. PFO gets a cut of everything...

Read the novel and it starts to make more sense...

Goblin Squad Member

Then of course there is the Druid, who may or may not burn or otherwise destroy unattended resource collection structures since they deplete resources rather than husband them, clear cut rather than selective cut like a real forester might, and foul the waters with their mine slurry runoff.

Goblin Squad Member

Being wrote:
Then of course there is the Druid, who may or may not burn or otherwise destroy unattended resource collection structures since they deplete resources rather than husband them, clear cut rather than selective cut like a real forester might, and foul the waters with their mine slurry runoff.

I can not wait to play an MMO with you!

This game is going to rock...

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