Next Week's Dev Blog: FAQs


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Goblin Squad Member

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Hehe Absolootly!


Question(s):
I believe it will take roughly 2.5 years of play/training to reach the 'Level Cap' in terms of Classes/Roles (or Feat Abilities).
Is there a Cap for Skills, and how long will it take to reach the Cap for a given 'Skill'?
Or, by the time you reach Level 20 in 2.5 years, how many Skills will you have maxed out?

Related to that, will Skill training be linear, so training Skills only to 50% of the cap by the time you reach 'Class Level 20' will result in 2x the Skills at that level, or will the rate of skill training change depending on your existing level of that skill, potentially having more than 2x the Skills if you only train them to 50% of the cap?
(that seems like it would make 'post Level 20' play to have even more substantive progression, especially if most players find it advantageous to train a decent spectrum of skills, even if that means not 'maxing' them out as they could if they never switched skill training around)

How many Skills will there be? Some missing (from tabletop)? Some new ones?

Will certain Class/Role/Feats enable faster skill training, or more skill training 'slots' for simultaneously training separate skills?

Goblin Squad Member

Like everyone, there are several questions I have about the game, but as came up in another thread, I would most like to know this:

What topics would you the Devs find it most helpful for we the PFO community to discuss and make suggestion about? I see the combined experience and creativity of this community as a valuable asset, one that if focused by a provided purpose (a list of topics), might gift you with useful suggestions and insights.

As always, you wouldn't need to comment on which suggestions you find the most useful, but knowing you're reading and potentially benefiting from that information would be enough. Knowing we're helping in some fashion would be its own reward.

Goblin Squad Member

Quandary wrote:
How many Skills will there be?

EVE has 374, so I imagine we'll be seeing a huge number of opportunities to select whatever we want.

Goblin Squad Member

I was just wondering, will folks be able to get the Twice-Blessed benefit after the kickstarter as this seems to be required to set up a respawn point for new settlements?

Also, will the respawn points only be able to be created in settlements or will we be able to create them at a Point of Interest? Maybe particular types of PoI's?

Wanted to put this up for the next FAQ dev blog. Thanks!


PFO is also not a wholly skill based game, skills exist, but abilities granted by feats are the real definer of level, and it seems that Attack Bonus, HP, Resistances are trained by Feat, not by the wholly passive skill training system. The skills as described have been in the context of similarity to the tabletop game. A true skill based game uses skill modifiers as the defining mechanic of everything, while that is not really the case in PFO, skills may be pre-reqs for some abilities (as they are in tabletop) but that is a far cry from a skill based system.

Goblin Squad Member

1) The info in the blogs can basically be summed up as
"P.C.s tracking P.C.s will happen"

How will tracking work in PFO ? What will be the interface, how tunable is its output, what all besides a P.C. can be tracked, what can be done while tracking,(stealth e.g.) etc.

Goblin Squad Member

Will training be restricted to settlements? If not, can watchtowers, forts or inns be able to host trainers?

Goblin Squad Member

Given the natures of some of the skills and abilities, watchtowers, forts and inns ought to be able to offer such training. Not only that, but you should be able to train outside even those. You can learn tracking and survival by being in the wilderness, Knowledge: Nature by clambering over scrubland and plunging through forest, and so on.

The problem would be how to programme each skill's optimum training area, so it might just be better to use a healthy dose of handwavium and assume that a training character is doing the right things to learn, no matter where he is.

Goblin Squad Member

Harad,

You bring up an interesting question. I think having skills associated with points of interest not only makes a lot of sense, but forces settlement leadership to think harder on what facilities they will expend resources on. The current blog makes it sound like even the larger settlements will be limited in building space within the settlement walls. I'm hoping that offering a particular type of training in your settlement requires more than simply plopping a particular NPC trainer in your settlement, but that it would also require a specific building, either within the settlement or in one of the points of interest hexes.

For example:

It makes more sense to learn mining from the miners out in the point of interest mine than from a miner standing around the courtyard of your settlement. It also seems more likely that having a working mine would attract more experienced miners to train others. Not too many skilled miners capable of training others would want to spend all day standing around your settlement. If we learn best by doing, it makes sense that the best teachers would be out in the areas where it's "being done".


Some info on slaves would be nice, How do they come into the game, What Can they be used for, How do i get them, If i have them can i sell them. Can i put them to work. Can i kill them and raise them as undead.
Will i be able to play a Slave trader.

Goblin Squad Member

Hobs the Short wrote:
It makes more sense to learn mining from the miners out in the point of interest mine than from a miner standing around the courtyard of your settlement. It also seems more likely that having a working mine would attract more experienced miners to train others. Not too many skilled miners capable of training others would want to spend all day standing around your settlement. If we learn best by doing, it makes sense that the best teachers would be out in the areas where it's "being done".

Your mining instructor could easily direct the character to interact with miners in the field from a resources office in town.

Goblin Squad Member

Being wrote:
Your mining instructor could easily direct the character to interact with miners in the field from a resources office in town.

And he likely will do something like that in an abstract way. See merit badges.

Goblin Squad Member

Harad Navar wrote:
Will training be restricted to settlements?

I expect the answer will be "yes". Reading over A Stately Pleasure-Dome Decree, I got the definite impression that choosing which (if any) Training Facilities to provide was meant to be a major decision for a Settlement. It seems to me that, if we were allowed to also build Training Facilities in our outlying POIs, then that decision is suddenly a lot less meaningful.

For my part, the big question I have is whether it will be possible to combine the Large Building Multi-Role Training Facilities with the Standard Building Single-Role Training Facilities and build a Settlement that actually provides training for every Role. It seems like choosing to do so would be a meaningful choice, and would be balanced against other choices by the loss of the functionality provided by other Large and Standard Buildings.

Goblin Squad Member

NineMoons wrote:
Will i be able to play a Slave trader.

With the world-wide sensitivity on the subject, it's hard to believe it'll be anything other than an abstract.

Goblin Squad Member

Nihimon wrote:
...provides training for every Role.

I like your idea of robbing Peter to pay Paul in some way and allowing it, but I got the distinct vibe from the blog that they'll not allow universal training service. No proof, just a feeling.

Goblin Squad Member

Please do a Blog, this week, updating starting skills if there is enough "meat" cooked to serve. ;)

Goblin Squad Member

Jazzlvraz wrote:
I got the distinct vibe from the blog that they'll not allow universal training service.

I got that impression, too. But upon further reflection it occurs to me that it might be possible using Standard Buildings to fill in the gaps left after devoting as many Large Buildings as possible. Of course, this probably means you'd lose out on some other very important functions.

I'm certainly curious to see how it actually works out.

Goblin Squad Member

That just goes to show that settlement planning will be a very good idea over someone going head over tea-kettle on building randomly just to say I built it first.

Goblin Squad Member

Azure_Zero wrote:
...just to say I built it first.

As in so many cases of "FIRST!!1!", the rest of us will yawn and respond "Excuse me, but...why do we care?"

Goblin Squad Member

Jazzlvraz wrote:
Azure_Zero wrote:
...just to say I built it first.
As in so many cases of "FIRST!!1!", the rest of us will yawn and respond "Excuse me, but...why do we care?"

Egg-actly, and I would prefer a thought out settlement design over one made in 5 seconds and with no real plan.

Goblinworks Executive Founder

Nihimon wrote:
Jazzlvraz wrote:
I got the distinct vibe from the blog that they'll not allow universal training service.

I got that impression, too. But upon further reflection it occurs to me that it might be possible using Standard Buildings to fill in the gaps left after devoting as many Large Buildings as possible. Of course, this probably means you'd lose out on some other very important functions.

I'm certainly curious to see how it actually works out.

My first thought was that it would be possible to provide universal training up to a point, but not universal training up to max. Making other sacrifices could increase the minimum level of training possible

One way to keep that reasonable would be for many top-level specializations (evocation mastery) to require their own standard building. It's relatively easy for a settlement to include a few top training buildings, but simply not possible to build enough Weapon Mastery training grounds to cover all of the weapon groups, enough Spell School Mastery wings for all of magic, and the cleric and rogue equivalents.

If so, the top level of training might end up very expensive if you need to go outside your settlement/nation/alliance to get it. Nonresident tuition and all that.

Goblin Squad Member

I don't think there will be specific buildings for different Feats. My understanding is that it will be possible to have a fully upgraded Fighter Training Facility that allows access to every Fighter Feat. The limitation is in the actual training frequency.

Training slots for different feats recover over time, and settlements may be able to increase the speed of this generation as well as the depth of feats available via building upgrades.

Goblin Squad Member

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One thing we have not had a Blog on is modes of travel, specifically the rivers.

Will there be travel on the rivers?
Will it be fully interactive?
By interactive I mean, will we be able to control our travel on the rivers?
Will we be able to fight on rafts or boats?
Will the rivers be a source of resources (food, water, minerals, etc)?
Can someone control or block river travel?
Are river / water hexes controllable?

Goblin Squad Member

The difference between classes and skill-training and whether or not classes can be made in the skill-training system and how closely they match the TT/PnP game - seems to be an A-list/vip FAQ.

In fact as described in the blog the different ways mmos go about gaining xp has fairly massive repercussions. Probably a question pathfinder PnP players would most be interested in (I know the current gw faq already addresses the difference between the core rule-book rules and rules being developed for the mmo).


I think it's already clear that there are "skills" which are continually trained (if you are a paying user), which are separate from "feats" you gain by meeting pre-reqs... the pre-req's may be "skill" levels but are often badges/deeds linked to specific accomplishments. those pre-req's may be summarized/simplified to count as 'role (class) ranks', which may be pre-req's for "role specific feats" (class feats). so the continually trained "skills" have a fairly indirect relation to "classes"/roles, and there doesn't seem to be a concept of 'XP' as such, although the most generic level of badges/deeds will probably enable attack bonus/saves/HPs.

Goblin Squad Member

Prediction: Next blog will give details on company dynamics

Goblin Squad Member

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That would be great! I will predict Paizocon and the evils of minibars.

Goblin Squad Member

Since Rogue (Thief, etc.) will be one of the big four in the initial roll out of character skill "groupings", I'd like to hear about stealth and perception.

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