Aesthetically pleasing but low priority things to include, eventually


Pathfinder Online

Goblin Squad Member

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While I understand these things listed here will, by programming necessity, be a low priority, I would like to state I hope these are on the long list to be included in the PFOs art and programming schedule, even if they are well after initial launch:

IN CITIES:

Racial and cultural building facades and decorations (Elf, Dwarf, Barbarian, Nomadic, etc…)

The lives of NPCs as they travel to and from work, go to wash their clothes at the river or nearby fountain, hanging out laundry to dry, repairing their houses or shacks, sweeping off the stoop, children playing, workers carrying burdens to and fro, you get the picture…

Things like barrels catching rainwater, roof tiles falling off, work crews repairing roads

IN THE WILDERNESS:

Tress blossoming, flowers blooming, other foliage doing its thing

Non-hostile creature encounters such as seeing birds nesting, raccoons foraging, rabbits feeding, a flock of birds rushing out of a wheat field, migrating animals, etc…

EVERYWHERE:

Noteworthy day and night cycles and cycles of the moon and sun, perhaps with some celestial events that could foretell events for the sake of lore

Operation seasons, wind, and weather events that have an impact on cities, the wilderness and the terrain. (I personally would like to see a little of the racial trait significance on different types of weather if the mechanics of the game eventually lend itself to expressing these weather events)

Goblin Squad Member

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OK, obviously not a popular topic, but I thought of a few other things that would be nice as well:

Games to play out in game fields (hoop and stick, bloodbowl, gladiator combat, lawn bowling, croquet).

Card and table games to play in the castles and taverns (dice and knucklebone games, card games, board games, flipping coppers)

Different tournament games related to jousting, but the stuff you see at Medieval Times.

(IF there is no interest I'll let this one rot off the page.)

Goblin Squad Member

Hardin Steele wrote:


Card and table games to play in the castles and taverns (dice and knucklebone games, card games, board games, flipping coppers)

I have seen this in a few games. Providing the wins are limited (you do not want characters to find gambling more profitable than crafting or adventuring) it can be a fun addon.

Goblin Squad Member

It would be nice to game is a persistent world where not every animal you encountered in the wildness was a blood thirsty killer. High concentration of hostile mobs is great for level grinding, but for immersion purposes I would love to have the fauna be more diverse in nature and aggression. And a little breathing room when traveling cross country to not facepull a bear, boar, wolf or giant rat every 10 feet.

Shadow Lodge Goblin Squad Member

Ryan Mercy wrote:
It would be nice to game is a persistent world where not every animal you encountered in the wildness was a blood thirsty killer. High concentration of hostile mobs is great for level grinding, but for immersion purposes I would love to have the fauna be more diverse in nature and aggression. And a little breathing room when traveling cross country to not facepull a bear, boar, wolf or giant rat every 10 feet.

I'm pretty sure animal handling will be a big boon for avoiding combat with random wild animals. (Possibly even assisting with mounts).

Goblin Squad Member

I would like to see non-combat firework skills.

Goblin Squad Member

I immediately thought of the fireworks at Bilbo's Eleventy-first birthday party, and that would be a great skill to have. The first person to acquire the fireworks making skill would make a fortune.

Goblin Squad Member

University of the Bardic Arts

Big school in the largest of settlements that teaches all the skills of a liberal arts department combined with a circus type skill set. So;

musicians, actors, writers, scribes, bookbinders, juggling, fire-eating, sword-swallowing, acrobatics, animal taming,

and

crafting skills for making instruments (many varieties), costumes, sets and wagons that double as performance studios, special effects (like low level magic tricks, and cheap street corner theatrics and slight of hand).

Shadow Lodge Goblin Squad Member

I love the idea of gambling games at taverns, etc... Players could pit their own money against each other, and pay to play. This could be one of the "sinks" that Ryan was talking about.


Enterprising settlements could also come up with innovative ways to make money, like raffling off a special crafted item, like a +3 sword that's been decorated with silver inlay, or that's been imbued with a detect undead or light spell.

No reason a settlement couldn't organize their own version of a lottery with a weekly drawing, the winning number posted and the winner needing to present their ticket to win. Obviously this would be dependent on scrolls being writable and some sort of anti forgery method worked out. ( that might not be possible, but it's a thought)

Goblin Squad Member

Valandur wrote:

... like a +3 sword that's been decorated with silver inlay, or that's been imbued with a detect undead or light spell.

A cleric casting light on every crappy weapon they picked up was a cheesy way of making vast fortunes in NWN. It came to be regard as an exploit on online NWN servers and the price bonus was adjusted.

Goblin Squad Member

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I would like to see a level of realism in the environment. I want to see rain drops on the puddles, in the streets as I walk by. I want to see a pike of horse poop in that same street, with lies buzzing around it. I want to see birds flying, and an occasional leaf blow in the wind.

Shadow Lodge Goblin Squad Member

You can barely get that in Skyrim, I think expecting it in PfO is asking a bit much.

Liberty's Edge Goblin Squad Member

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theStormWeaver wrote:
You can barely get that in Skyrim, I think expecting it in PfO is asking a bit much.

Actually you can get it in Skyrim, but you need player created Mods to access this content. The plain vanilla game's engine is capable of handling it, but it wasn't coded by the Devs. I believe what Bluddwolf is asking for is that the Devs do encode it into PFO using all of the Unity engine's capabilities.

Since PFO is persistent, I also hope that GW will make things like these atheistic, immersive elements part f the game. Similarly, I also hope that seasons and weather patterns based upon them will also be seen. In DDO, for example, "Winter" only occurs during festivals on Eberon, and the Forgotten Realms content is always winter, except in the Kings Forest (very immersion breaking). Since Golarion has seasons, along with a defined calendar, I hope GW will make use of it. Anything that adds to the immersive feel of PFO is a big deal in my book. So flying birds, chipmunks, squirrels, rabbits, deer, and blowing leaves all add to the feel and experience, which in turn makes for a better over-all game.

Shadow Lodge Goblin Squad Member

Thats my point though, Skyrim doesn't include it in base game content because it puts an extra load on the system.

Seasons would be great, and I can think of no good reason to not include them.

The extra stuff could be done, but I think it should be done client-side so as not to send essentially worthless information across the network.


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I would love to see noticeable seasons in the game, instead of the generic seasonal events most games toss in.

Would also love to see games of chance is are mentioned above. They would add a lot to RP as well as giving people interesting ways to spend their coin. Games could evolve into tournaments. They could even have gaming halls that could be built and upgraded (I can hear the Devs groaning now :p ) card games, perhaps a roulette game, darts would be very cool too. If they added dice there are many games that could be made up using them. I would be cool if dice could be crafted using different types of material, stone, bones even exotic bone dice.

I better stop before the Devs plot my eternal torture once EE starts. :P. "No we aren't sure why your character keeps getting eaten by dragons whenever you log on, it's totally random we assure you."

Goblin Squad Member

Custom dice would be nice, and making up games for them isn't hard. Can adapt a lot out of history. When I think of dice rolling, I think of dice poker in the Witcher. Just add multiple skins for the dice, and there you go.

Goblin Squad Member

Oh, come on. Everyone knows Batman's alignment.

Goblin Squad Member

Stole this quote from the thread on the newest Goblinworks Blog. Thought it might find a home here as well

Being wrote:

You know what might be interesting?

You know those 'memorial' signs you see along the side of the road "Near this spot in 1530 the Spanish Explorer Hernando DeSoto journeyed in his search for the Font of Eternal Youth' or whatever.

When a great player battle is won or lost, or a settlement is destroyed, or other great event involving many players a readable monument might be erected that would persist, ensuring a sense of history is in the game.

Also key to promoting enduring history would be if there were a calendar tracking days, months, and years.

Goblin Squad Member

Neadenil Edam wrote:
you do not want characters to find gambling more profitable than crafting or adventuring

But, why not?

Seriously, if skill at any gambling was worked in a way similar to any other skills and the monetary benefits for high skill were a bit less profitable than having a similarly high skill in a crafting/foraging/fighting skill I think it would be a perfectly legitimate way for some characters and settlements to "make money" in the game.

Think about it - assuming "PvE" style gambling games, at low levels of skill in the game you can only play if the game has a low "buy in" and your chances of winning are only so-so. As your "skill" improves you get a better chance of winning at low stakes games but also get the opportunity to join ever higher stakes games. Skill improves some more - better chances at mid-range stakes, access to high-stakes and then super-high stakes.

Let the settlement where the games are offered gain from offering them - keeping all or a percentage of any money players lose gambling.

You could even throw in a few PvP games (Texas Holdom anyone? Or how about a pool table?) and the settlement keeps a 'take' - a small percentage on the total pot.

Alignment & reputation could play into it too. For example, the more gambling games your settlement offers the less "reputable" your settlement will be. If a building is designated as an actual casino (vs. just offering a few games at the inn) reputation goes down further but that increases how high individual game stakes can be and perhaps the percentage that the settlement profits by goes up). Players who gamble a lot could loose reputation or perhaps gambling is more of a Chaotic thing to do so the more you risk your money the more Law you lose.

Just a thought.

-M-

Goblin Squad Member

Neadenil Edam wrote:


I have seen this in a few games. Providing the wins are limited (you do not want characters to find gambling more profitable than crafting or adventuring) it can be a fun addon.

I believe the intent is for the games to be PvP in nature. If they are a pure faucet creating money for players... well yes that obviously is a flaw. If you are moving money from one player to another player, I see no reason to add any limitations at all, and it could add all sorts of roleplay events etc...

Also I would be very interested in some non-chance based games, IE chess, Go, shogi etc...

If they were to get around to implimenting side games like that, there could even be a GM event to invent card/dice/board games, in which the winners game would be implemented, and if it is good enough, paizo could cross market it into a physical real world thing, add it to the pathfinder lore as background or even part of a module etc... Market it as a standalone product, or a bonus feature with a module.


How in the world do you guys get your pie to stay up in the sky like that?

Goblin Squad Member

Pugilism for subdual, boxing and other non-lethal combat. Kicking alos, with different sorts of kicks.

Wrestling---mostly just for sport, organized events, but could be used as part of non-lethal combat.

Throwing and tossing for games (darts) or firebombs.

Fishing. I loved the way they did fishing in WoW. Guilty.

Gambling should be a ligit skill and could be used to increase winnings. Against the house the player with a high gambling skill could simply win a bigger pot than players with low gambling skills. Against other players it could increase the pot without making the other players lose more coin or cash.


For sure fishing. I ,enjoy fishing when you've go time to kill and how will you get fish to cook unless there's an option to fish!

Non-lethal combat has been mentioned in a couple of threads. I believe the Devs have said that players have PvP so don't need dueling as its done in most MMOs. I however think it could add to role playing and just general fun in the form of non-lethal tourneys that players can compete in for prizes and bragging rights.

Having separate boxing and wrestling systems would be a fun addition to non-lethal tourneys. But that would require a totally new coding set along with animation etc... Doubt the Devs would go for it unless a large majority were behind it.

Goblin Squad Member

Hardin Steele wrote:


Gambling should be a ligit skill and could be used to increase winnings. Against the house the player with a high gambling skill could simply win a bigger pot than players with low gambling skills. Against other players it could increase the pot without making the other players lose more coin or cash.

This I would largely disagree with. I think if implimented, I think gambling should preferably be neither a sink nor a faucet (IE it neither creates nor destroys money, simply moves it around between players). If there is to be an NPC house, it should be a sink more often than not. (IE house wins 70% of the time), A skill that increases money earned in wins, without increasing money lost by opponents, by definition is turning gambling into a faucet, creating incentive for say 4 players to max out their gambling skill, keep betting against eachother as their total money increases, then split the profits.


Onishi wrote:
Hardin Steele wrote:


Gambling should be a ligit skill and could be used to increase winnings. Against the house the player with a high gambling skill could simply win a bigger pot than players with low gambling skills. Against other players it could increase the pot without making the other players lose more coin or cash.
This I would largely disagree with. I think if implimented, I think gambling should preferably be neither a sink nor a faucet (IE it neither creates nor destroys money, simply moves it around between players). If there is to be an NPC house, it should be a sink more often than not. (IE house wins 70% of the time), A skill that increases money earned in wins, without increasing money lost by opponents, by definition is turning gambling into a faucet, creating incentive for say 4 players to max out their gambling skill, keep betting against eachother as their total money increases, then split the profits.

Yea, I can see a skill giving more options somehow improving the possibility of you winning or some such. I favor gambling to be predominately just luck and skill are what is checked to see if you win lose. Maybe the house gets a small bonus chance to win, but I see the potential for a lot of fun games and if your lucky you win big :)

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