Hype, Hype


Pathfinder Online

Liberty's Edge Goblin Squad Member

Before Never winter nights came out I was hyped about it for a year and a half.
Oh wow, this is gonna replace Dnd. We're gonna make adventures we can play online!
Played Neverwinter for a year and a half. But never played Neverwinter 2.

When Diablo 2 came out, I was hyped for Diablo3 for 2 years. But it took like 10 years. And I have yet to play Diablo3.

Since this'll be a year and a half before a beta, how will ye keep up the hype?

Would like to see more Q&A videos, and Demos.

Scarab Sages Goblinworks Executive Founder

I think one thing that will keep the hype up is them releasing content for us to test in pieces, a la the Pit Fight they noted they will release in the Fall. I would expect they will continue to release chunks like this that will keep the hype going.

Additionally, I think them continuously (now they've said weekly) giving us information about what their development thoughts are will keep people engaged with the game. Most of these other ones you get a screenshot here and there and a feature list maybe a couple of times but not continuous information flow.

Goblin Squad Member

A year and a half? I'm already playing. As long as the would be players continue to congregate here, I'm gonna play with their heads.

Goblin Squad Member

Generally most games get more damage than help by providing pre-publicity and game information early.

Well intentioned attempts to "keep the community informed" devolve into flame wars over the most trivial minor details that merely serve to scare away masses of casual potential customers who may never return even after the game is released.

If things deteriorate too much, you eventually get a few obsessive individuals that feel their "rights" to play the game a certain way are violated who go on a crusade to continually criticize and knock the game.

The Combat Flight Simulator "Cliffs of Dover" made that mistake providing fans with masses of re-release information and raising expectations and the game failed. It is interesting to note that recent developers of new games in that genre (Battle of Stalingrad for example) provide minimal information and bring the ban hammer down heavy on any dissenters at all.

Goblin Squad Member

Blaeringr wrote:
A year and a half? I'm already playing. As long as the would be players continue to congregate here, I'm gonna play with their heads.

+1 for truthiness

Sandbox games begin the moment a community rallies behind it and starts interacting.

Love it.

Silver Crusade Goblin Squad Member

Neadenil Edam wrote:

Generally most games get more damage than help by providing pre-publicity and game information early.

Well intentioned attempts to "keep the community informed" devolve into flame wars over the most trivial minor details that merely serve to scare away masses of casual potential customers who may never return even after the game is released.

If things deteriorate too much, you eventually get a few obsessive individuals that feel their "rights" to play the game a certain way are violated who go on a crusade to continually criticize and knock the game.

The Combat Flight Simulator "Cliffs of Dover" made that mistake providing fans with masses of re-release information and raising expectations and the game failed. It is interesting to note that recent developers of new games in that genre (Battle of Stalingrad for example) provide minimal information and bring the ban hammer down heavy on any dissenters at all.

The difference is between those games and this one is that most of the people posting on here have invested money into this game already. We want to guide the game development as much as we can because that is what is encouraged and expected. Debates will erupt, developers will listen, and issues will resolve. I don't think anyone here expects to get everything they want into the game.

Goblin Squad Member

Richter Bones wrote:
I don't think anyone here expects to get everything they want into the game.

No.

But people did base there decision to invest in this game based on the comments, blogs and information presented during the Kickstarter by GW.

Some of that info has changed drastically in a fashion that makes me think of GW as used car salesman, promising what people want to hear to close the deal and getting the money, then letting them know that what they really bought isn't what they were led to beleive they were buying.

Goblin Squad Member

I gave to the KS because I liked GWs vision for PFO. I also understand that changes will and should happen during development. As long as their core philosphy for the game stays in tact I will be ok.

As far as keeping up hype goes, I will keep coming here and posting, as well as PFOfan.com (shameless plug).

Goblin Squad Member

Summersnow wrote:
Richter Bones wrote:
I don't think anyone here expects to get everything they want into the game.

No.

But people did base there decision to invest in this game based on the comments, blogs and information presented during the Kickstarter by GW.

Well not exactly invest. More like donate and get some game related goodies (including early entry) as a thank-you.

However this is exactly what I was saying above. Too much pre-release info can be detrimental. In the case of PFO the proposed restrictions on PvP have upset one group who misunderstood "open pvp" however being too liberal about griefing will instead upset the would be crafter attracted by the promise you could be a "straight crafter without needing to waste skills on combat".

Whatever you do before release someone will be upset :D

Don't get me wrong I am pleased we are getting an unusual amount of personal feedback on this project. I just worry that in the past it has backfired and hope this time it works out OK.

Scarab Sages Goblinworks Executive Founder

Summersnow wrote:
Richter Bones wrote:
I don't think anyone here expects to get everything they want into the game.

No.

But people did base there decision to invest in this game based on the comments, blogs and information presented during the Kickstarter by GW.

Some of that info has changed drastically in a fashion that makes me think of GW as used car salesman, promising what people want to hear to close the deal and getting the money, then letting them know that what they really bought isn't what they were led to beleive they were buying.

Out of curiosity what did they say pre-kickstarter that you think is drastically different post-kickstarter?

Goblin Squad Member

Evidently bounties.

Goblin Squad Member

Summersnow wrote:
Some of that info has changed drastically in a fashion that makes me think of GW as used car salesman, promising what people want to hear to close the deal and getting the money, then letting them know that what they really bought isn't what they were led to beleive they were buying.

Seems to me you "over-play your hand".

Why not be constructive in your feedback and inform on what YOUR vision is of whatever it is that displeases you? And suggest the following reasons for GW to take you up on it?

"Don't Panic!" ~ from the blog - and from Airplane! :)

=

Did anyone catch mmorpg.com's: Pathfinder Online : Live Chat with Goblin Works CEO Ryan Dancey TODAY!

mmorpg.com wrote:
Rob Lashley will be sitting down for a live cast interview with Goblin Works' CEO Ryan Dancey to talk about all things Pathfinder Online. It's going to be a great time so be sure to swing by our live stream page to listen in at 3:00 p.m. EST (12:00 p.m. PST). You won't want to miss it!

It's over now, so a transcript would be sweet or recording?

=

As for hype, it's too much excitement about too little information.

But PFO seems to have a lot of potential from the design, a great community, crowdforging process is progressive, missing out on UO and EVE's inceptions and great stories... these all give me good reason to follow PFO against the difficult challenges that are ahead no less. :)

I think anything that can get the community to organise and interact and so on is a great idea eg the Land Rush!! to build those bonds of friendship. Also if GW can update the backers on the development given it's faster with the successful KS, eg seeing a Hex in a few months even in an early form and the tech discussion behind this would be fairly awesome, for example.

Goblin Squad Member

Summersnow wrote:
Richter Bones wrote:
I don't think anyone here expects to get everything they want into the game.

No.

But people did base there decision to invest in this game based on the comments, blogs and information presented during the Kickstarter by GW.

Some of that info has changed drastically in a fashion that makes me think of GW as used car salesman, promising what people want to hear to close the deal and getting the money, then letting them know that what they really bought isn't what they were led to beleive they were buying.

False and unfair.

GW was up front and honest about the vision of the game and the crowdforging process and clearly stated that everything was subject to change.

You were responsible for your preconceptions and should own your failings.

Goblin Squad Member

1 person marked this as a favorite.

Here we go: MMORPG.com: Pathfinder Online Videos: Ryan Dancey Talks Crafting And More (48:12)

Scarab Sages Goblinworks Executive Founder

3 people marked this as a favorite.
Jiminy wrote:
Evidently bounties.

This is pre-kickstarter on bounties

Quote:

The accepting party agrees to kill a target murderer. Can be accepted by multiple parties. No time limit to complete. No cost for abandoning the contract. A bounty contract is automatically completed when the target of a bounty is killed. The bounty amount is placed in escrow on creation of the contract. These contracts can only be created after a character has been murdered. Automatically closes if the murderer is killed, though the bounty may be renewed.

Pathfinder Online's bounty system is a lot more selective. When you are murdered—that is, killed unlawfully—you will have the option to place a bounty on your killer's head. The twist is that you can specify who can redeem the bounty: a specific character, a chartered adventuring group, or members of a specific player organization. Everyone who is eligible to earn the bounty receives a notification, and if they encounter a character with a price on his head, they'll be reminded of the bounty outstanding on that character. You'll be able to put a bounty on any character who inflicted damage on you within a limited time preceding your character's death, and on their companions and those who rendered them assistance, so you can ensure that a gang of criminals suffers as much as a lone assassin.

Bounties can only be issued when a character unlawfully kills another.

This is post-kickstarter on bounties

Quote:

Any player that hurts you shows up on your enemies list. This list allows you to salute or rebuke the enemy (granting or reducing reputation, at the cost of your own). The entry disappears if you aren't hurt by that enemy again within several days (exact time frame to be determined). If you died within a certain window (also TBD) after someone's entry was refreshed on your enemies list, that person is noted on the list as one of your killers (those who injured you right before you died may be a bigger factor in your death than whoever made the final blow). If you want to get even, you can establish a bounty on anyone listed as a killer on your enemies list.

A bounty is effectively a player-generated kill quest. You go to a local mailbox/post office, select your target from your enemies List, deposit your payment, and set minimums or maximums for alignment and reputation to take the bounty. (You may want to make it harder for the target's friends to take it, although your killer's friends might have trouble getting to that particular mailbox due to settlement restrictions). You can also restrict the bounty to a specific character, chartered company or settlement.

Anyone that comes to that mailbox and meets the restrictions can take the bounty, and becomes the exclusive owner for a limited time. If the hunter kills the target within this time period, he or she gets to come back and claim the cash you deposited. If the hunter doesn't get it done within that window, the bounty reverts to the post office so someone else can take it. And if nobody completes it in 24 hours, you get your money back. You can re-issue the bounty if the target remains on your enemies list (as noted, your killer will eventually disappear if he or she has not injured you again in several days).

In addition to the cash reward, bounty hunters get some other benefits. As noted above, gaining the Attacker flag is not chaotic if you got it from attacking a bounty target (though it might still be a crime where you are, and you will still lose good and reputation if you kill the target, relative to the target's own alignment and reputation). More importantly, if the target is online, the player with the bounty gains a limited ability to track him or her, which can improve if the hunter trains certain tracking feats.

Each player will only be able to pursue a limited number of bounties at one time, and will get general details about the target's friends, reputation, and relative power level when accepting the bounty.

The things that changed (kind of)

-Bounties can no longer be accepted by multiple parties (at the same time)
-There is a 24 hour time limit to complete(although you can re-submit the bounty again if not completed)
-No more infinite bounties as the player has to be on your attacker list(unless you keep getting attacked by the same person)
-Placing a bounty is not limited to the criminal flag(At least it doesn't specify this, it only says if they were involved in killing you)

Things that are the same
-You can put a bounty on anyone who participated in killing you
-You can renew a bounty
-You specify who can accept the bounty

IMHO all the changes are for the betterment of the bounty system not as a negative. If anything the new adjustments to the Bounty system seem to make it more balanced, lower opportunities for greifing but allow more options for assigning bounties.

Goblin Squad Member

Dakcenturi wrote:
IMHO all the changes are for the betterment of the bounty system not as a negative. If anything the new adjustments to the Bounty system seem to make it more balanced, lower opportunities for greifing but allow more options for assigning bounties.

Agreed, which is why I highlighted the overraction. But hey, it's more fun to throw around inflammatory comments and lurk under bridges waiting for billy goats.

Goblin Squad Member

Jiminy wrote:
Dakcenturi wrote:
IMHO all the changes are for the betterment of the bounty system not as a negative. If anything the new adjustments to the Bounty system seem to make it more balanced, lower opportunities for greifing but allow more options for assigning bounties.
Agreed, which is why I highlighted the overraction. But hey, it's more fun to throw around inflammatory comments and lurk under bridges waiting for billy goats.

Why only billy goats? Why not bobby goats or benny goats? Your anti-goat language is clearly disruptive, please stop.

Goblin Squad Member

AvenaOats wrote:

Here we go: MMORPG.com: Pathfinder Online Videos: Ryan Dancey Talks Crafting And More (48:12)

Woohoo! Thanks for the link!

Goblin Squad Member

Ryan is the Man!!! great interview. People on that site are complaining about the hybrid payment system. Me, I plan to be a subscriber for the long term.

Liberty's Edge Goblin Squad Member

Jiminy wrote:
Dakcenturi wrote:
IMHO all the changes are for the betterment of the bounty system not as a negative. If anything the new adjustments to the Bounty system seem to make it more balanced, lower opportunities for greifing but allow more options for assigning bounties.
Agreed, which is why I highlighted the overraction. But hey, it's more fun to throw around inflammatory comments and lurk under bridges waiting for billy goats.

Only Trolls hang out under bridges waiting for billy goats, and throw around inflammatory comments...Ah, I see what you did there.

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