Top 5 things you want to see at launch


Pathfinder Online

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Goblin Squad Member

avari3 wrote:
I think it's pretty clear Azure. The race changes are for the 7.

It's implied, but not stated fact. The lawyer in me says. Since the featured and or Uncommon races are not mentioned at all and the absence of the phrase "Core Races Only," it's still open for debate as to if they will be included in the race change freebie.

Goblin Squad Member

Yup. Only a lawyer would see it that way.

Goblinworks Executive Founder

Nihimon wrote:
Azure_Zero wrote:
We all know the all core races are at 100%, but what about featured and Uncommon races being made available as Player options?
Ryan Dancey wrote:
You'll be able to change the race of a character one time to switch to gnome, halfling, half-orc, or half-elf once we add them to the game if you started when you could only choose elf, dwarf or human.
I don't think Ryan's offering a Race Change to any of the non-Core Races.

There was no mention of non-core races either way.

Goblin Squad Member

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It seems odd to explicitly list every single Core Race unless the intention is to convey that the list is a complete list of Races to which Ryan is currently prepared to guarantee you will be allowed to switch.

CEO, Goblinworks

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No non-core races will get a free change. The only change is, per character, one time, you can change from a race already in the game to a core race added to the game after you created that character. And that option will be sunset.

Goblin Squad Member

Well, that's clear :)

Goblin Squad Member

Yes, it is clear.
And states the Race change is free for only a core-race.

Now I ask what will be the non-core races that Goblin work might make available as player options?

Goblin Squad Member

Azure_Zero wrote:
...unless Ryan specifically states...

If that's going to be the standard of proof for everything around here, nothing will ever get done. I sense a lawyer in our midst :-).

EDIT: Oops, top of the next page of the thread...yes, lawyer.

Goblinworks Executive Founder

Now that we have a crystal-clear answer, the speculation can begin:

I'll start with wondering about the timeframe for non-core races, and estimate that they come after Alchemist but before Arcane Archer. (This prediction is false only on the introduction of non-core races before Alchemists, or on the implementation of Arcane Archer before non-core races; if neither ever happen, it remains indeterminate)

Goblin Squad Member

Azure_Zero wrote:

Yes, it is clear.

And states the Race change is free for only a core-race.

Now I ask what will be the non-core races that Goblin work might make available as player options?

I suspect if GW can feasibly do that for a small profit while providing a desired service, that option will be available in the "Services" section of the in-game store. If they can make a buck, it will be there as long as it does not imbalance the game. And it would be nice to have that variety later on in the game world.

As for my five things:

1) Workable settlements with some basic but well designed structures and settlement mechanics.

2) Tier 1 crafting, with like gathering and harvesting mechanics and skills for the players. (I don't expect Tier 2 for at least 6 months, depending on the length of time it takes to skill up to Tier 2, and Tier 3 won't be expected for another year or so, because it is likely no one can even gather those materials until that time. Yes, that's a guess.)

3) Decent combat. It doesn't have to be super awesome, but balanced and workable. Something besides pure button mashing would be nice.

4) A rich world to explore, even if it starts off small.

5) A functioning escalation system. We will be able to tell early which ones slap a group into another time zone. But we will all be noobs and the monsters will probably start out much more powerful than the players. But having the basic design functioning would be a promising foundation.

Goblin Squad Member

Goblin Squad Member

HalfOrc with a Hat of Disguise wrote:
5) NO POOP QUESTS.

I do hope that this is a euphemism for poor or stupid quests.

Otherwise I see the possibility of the Quest for the Enchanted Laxative.

Sovereign Court Goblin Squad Member

There was BC quest in WOW to pick up droppings in Nagrand. Somehow it gave you consumables that allowed you to breath underwater. I always blocked out thoughts as to how exactly that was supposed to work ...

Goblin Squad Member

An aquadung?

Sovereign Court Goblin Squad Member

Nagrand Cherries iirc.

Lantern Lodge

1) A working computer.
2) An internet connection.
3) Access to play the game.
4) Time to play.
5) This one is so secret, even I don't know it. :)

Goblin Squad Member

Ryan Dancey wrote:

@Bluddwulf - here's the thing.

If we suggest to you that you can prepare to take a role that isn't yet implemented and you follow our suggestions, but by the time we're ready to implement that role we've decided to make changes in the way it will work which renders our advice invalid, you'll (rightfully) expect us to make good by giving you a respec or some other consideration.

Since the odds of that happening are close to 100% we're setting ourselves up for failure.

So we're not going to issue that kind of advice. You can make your own guesses about how to best prepare for a role that's not implemented.

Thant you for your response. I'm sure I will have enough generic survival and weapon skills while I wait, and I'll bank the remaining training time for roles later.

My main will be a Rogue so I have no such issue there, thankfully

Goblin Squad Member

Moridian wrote:

Well said... :)

Goblin Squad Member

Just because he expresses himself in new and exiting ways there is no need for such an insulting and condescending response.

Goblin Squad Member

Nihimon wrote:
Moridian wrote:

Well said... :)

:P

Was going to ask if I should change into a orc. Sense I am going to play a cleric of Lamashtu I want to play out a transformation, marking me gaining favor with her. I had intended to wait for the tiefling, but wasn't sure if I'd be allowed to change then. That awnser had been awnsered, but I'd just woken up and was in no mood scrolling through the whole thread.

Goblin Squad Member

My very humble opinion on the "extra races" is that I do hope they make it into the game eventually and I also hope that some kind of mechanism is in place to make them very rare. Free race change doesn't fit into the latter. I can't say I'm a fan of a Golarion tavern looking like a Star Wars Cantina.

I expect the usual suspects (Drow/Tiefling/Aasimar) to be put in somewhere 2-4 years after OE launch, specifically to make money and incentivize buying the the first expansion. Duergar and Snirfveblin are also just variations of core race models so maybe on them.

It is Pathfinder, so yeah eventually one day, if the game is successful enough, we could see something really nuts like Goblins, Tengus and Gripplis. But aside from Drow and Tiefling, I wouldn't build a backstory around it cuz the chances are shaky to slim.

Goblin Squad Member

I would love for there to be:

1) An option for any player to wear any kind of armor or clothing. However, if a wizard chooses to wear plate armor there should be repercussions. For example, that wizard running around in plate armor would not be able to cast as fast or regenerate "mana" nearly as fast as say a wizard in cloth armor.

2) Clothing dye. In Ultima Online there were so many ways to diversify your character from others. You could dye nearly every garment and dress your character in the clothes of your choice (you could even make your own clothes). This was wonderful and something so innovative for a game created in 1997. How is it that modern games have trouble with this now?!

3) Interesting trade skills that perhaps add depth to the game. Fishing, for example.

4) A skill cap. A player shouldn't have the ability to master everything.

5) I'll leave this one open as the developer's already have included so many great things: open world PvP, risk and reward, a player driven economy, etc.

I'm so excited to get lost in your world, Goblinworks.

Goblin Squad Member

Nevy wrote:
How is it that modern games have trouble with this now?!

Most such cosmetic transformations are possible but limited in basic play in modern MMOs. Anything beyond the basic is a cash cow, as companies know that players will likely spend real money on cosmetic transformation.

I'd love to be able to put together a unique outfit, but I don't think such fine cosmetic control will be available at launch.

Liberty's Edge Goblin Squad Member

I very much hope to see some variety in available spells: direct damage (magic missile, fireball) and healing of course, but also some from the more subtle schools like illusion and enchantment.

Goblin Squad Member

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Nevy wrote:
A player shouldn't have the ability to master everything.

I hope they've already addressed this with the distinction between what skills you've trained and which you've slotted. I want no penalties on my decade-old character, having to settle for never knowing something because of an artificial limitation on learning.

One character should be all anyone with sufficient patience will ever need. Multiple characters should be available for the rest of us :-).

Goblin Squad Member

I hope there is super deep specialization, so only someone who dedicates a couple of years to chosen profession can become a master at whatever that profession is. Eventually they can achieve mastery and move on to anther profession, but I am hoping that period is the 2 1/2 years (or so) Ryan has mentioned previously as a theoretical "capstone" level for that character's advancement in that area.

The deeper and more diverse crafting is (for example) the fewer people will be competing in that area and the more your expertise will be in demand. Glassblowing, winemaking, animal breeding, bowcrafting, wand making...whatever, the deeper the specialty the better.

Goblin Squad Member

Jazzlvraz wrote:
Nevy wrote:
A player shouldn't have the ability to master everything.

I hope they've already addressed this with the distinction between what skills you've trained and which you've slotted. I want no penalties on my decade-old character, having to settle for never knowing something because of an artificial limitation on learning.

One character should be all anyone with sufficient patience will ever need. Multiple characters should be available for the rest of us :-).

I'm sorry I don't understand what side of the fence you are on? I :think: you're saying you do not want a skill cap (you confused me with your ending statement). No skill cap leads to everyone being the master of everything - bad idea in my humble opinion.

Goblin Squad Member

@Nevy, the idea is that it's possible to master everything, in that there are no arbitrary restrictions. However, it's not really practical, because it would literally take more time than any of us could possibly spend.

Goblin Squad Member

Nevy wrote:
No skill cap leads to everyone being the master of everything...

I'm using many parallels to EVE in thinking about PFO, for the obvious reasons. In EVE, no one, in eight years, has come close to mastering the entire tree, but completists like me want to be able to dream about doing just that.

Goblin Squad Member

Jazzlvraz wrote:
Nevy wrote:
No skill cap leads to everyone being the master of everything...
I'm using many parallels to EVE in thinking about PFO, for the obvious reasons. In EVE, no one, in eight years, has come close to mastering the entire tree, but completists like me want to be able to dream about doing just that.

i think the estimation is around 18,5 years to cap all skills in eve. that is considering 18 remaps and +5 implants.

without remaps and implants it goes up to nearly 28 years.

...and as we probably won`t have implants in PFO...

Goblin Squad Member

I would like for there to be non-magical potions. They would act in a similar fashion to the Food of other MMOs but require Herbalism and/or Alchemy to produce. Alchemy already gets to play with alchemical weapons, so Herbalism would be a better choice.

Goblin Squad Member

For EE, I just hope the basics of PvE and PvP are in place, some mass/unit combat and some neat skills for us to train up.

For OE, I hope crafting is fully fleshed out, the economy working and that the aforementioned neat skills are now even neater and we have things like sunder, shield bash, lunge or bleeding attack. Plus, I hope there are a variety of arms and armor for all roles to use (without the ludicrous 10' great swords or 2' pauldrons).

Goblin Squad Member

1. A playable game that's actually worth the subscription fee & the time invested in it over the long haul, not something that becomes boring or "work" rather then play in a few months like so many other MMO's.

2. I would like EE to actually not turn into the beta test GW said it wouldn't be during the kickstarter.

3. When EE does in fact turn into a beta I would like some form of recovery mechanism when players make choices that become invalid or useless during said beta (yes, respecs).

4. given what we've been told won't be available in early EE I'd like some pve content, solo & group, some crafting content, solo & group and I suppose for the more griefer oriented players some form of PVP solo & group.

5. Enough skills available to make use of the training points we earn that we actually want and can use. Not fluff or filler skills

CEO, Goblinworks

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@Summersnow - just so we're clear: Early Enrollment will be FULL of continuous changes to the game. That's not a "beta test" in the sense people interpreted that term in the Kickstarter. The purpose of Early Enrollment is to Crowdforge and that assumes backtracks and dead ends. Those things do not imply respecs. Unlike a beta test, the purpose of Early Enrollment is not to find and fix bugs (there will be bugs, but that is not the point of the process).

Goblin Squad Member

If you're planning a medium or longer term character, a dead end or two will not be a huge deal anyway. A skill that you spend a few days worth of XP training up will be meaningless when your character has accumulated a years worth of XP.

Unless something massive changes that completely disrupts the way an archetype or skill tree works (for example, sword skills suddenly having zero functionality) then there really is no reason for a respec.

If you're only planning a short term character, then EE is probably not the best environment to join them game in.

Goblin Squad Member

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I'm not so worried about the 'Dead Ends' as I am about the 'fatigue' that the 'settling players', the Early Enrolers, might face having to build up the very first settlements.

Goblin Squad Member

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HalfOrc,

By fatigue, do you mean player burnout?

I imagine there will be some of that, but I also imagine there will be an equal number of players that are just itching to be the first to get a settlement built, or crafting business up and running, or a mercenary company widely known.

The raw excitement of 'being the first' will be a match for burnout/grind over the first weeks or months.

Besides, we have all those bandits to hunt down and keep us amused in the interim :)

Goblin Squad Member

the only kind of "respec"-like thing i think possible is, if gw introduces a set of skills that donè work out and have to be removed entirely for whatever reason(as the learning skills in eve), in that case a would like refund of spend skill points.

-a small thing i`d like to see is a skillqueue
--if possible one that you can plan longer than 24 hours with.
---and while i`m at it, maybe one you can insert skills into you don`t have the prerequisits for, at least if these are planed right before the new skills?

Goblin Squad Member

@Gedichtewicht,

There is no reason for a skill queue like in EVE, because while EVE requires you to have a skill selected in order to accumulate experience, PfO will have you accumulate experience that you will then spend as one of the requirements to acquire new abilities for your character. You'll be able to bank up as much experience as you want, unused, until you decide what to use it on at which point you'll have to visit a trainer and possibly do a task or quest or just spend the points.

Goblin Squad Member

Ah, thanks Uthreth, yeah too much eve on my mind there
;) so i get my wish back, will think of a new one

Goblin Squad Member

avari3 wrote:

My very humble opinion on the "extra races" is that I do hope they make it into the game eventually and I also hope that some kind of mechanism is in place to make them very rare. Free race change doesn't fit into the latter. I can't say I'm a fan of a Golarion tavern looking like a Star Wars Cantina.

I expect the usual suspects (Drow/Tiefling/Aasimar) to be put in somewhere 2-4 years after OE launch, specifically to make money and incentivize buying the the first expansion. Duergar and Snirfveblin are also just variations of core race models so maybe on them.

It is Pathfinder, so yeah eventually one day, if the game is successful enough, we could see something really nuts like Goblins, Tengus and Gripplis. But aside from Drow and Tiefling, I wouldn't build a backstory around it cuz the chances are shaky to slim.

That would be neat! Not a fan of the Tengu's sense they Worship Pazuzu, those good for nothing beak faces! But Goblin or Tengu! now that would be something!

Though aren't the drow a DnD thing? coudln't find anything about them in any official pathfinder story or book.

Goblin Squad Member

Drow - Pathfinder Roleplaying Game: Advanced Race Guide

Drow - Pathfinder Wiki

Goblin Squad Member

HalfOrc with a Hat of Disguise wrote:

I'm not so worried about the 'Dead Ends' as I am about the 'fatigue' that the 'settling players', the Early Enrolers, might face having to build up the very first settlements.

Well I'd say the most important part is that GW clearly communicates what they are signing up for. IMO it was pretty clear in the kickstarter, even more clearly on the forums etc... Anyone in the right mind SHOULD have read the information before dropping $100 onto the kickstarter. There's pretty good reason why GW stressed it so much, and avoided the term beta, which in itself is a term that's been completely changed by the industry.

(heck with the current view of beta, people don't even expect bugs, they expect it to somehow mean a full game open to select individuals who happen to get an invite, open beta has grown to be inseperable from release).

Goblin Squad Member

Nihimon wrote:

Drow - Pathfinder Roleplaying Game: Advanced Race Guide

Drow - Pathfinder Wiki

Well played sir... well played...

Goblin Squad Member

avari3 wrote:

My very humble opinion on the "extra races" is that I do hope they make it into the game eventually and I also hope that some kind of mechanism is in place to make them very rare. Free race change doesn't fit into the latter. I can't say I'm a fan of a Golarion tavern looking like a Star Wars Cantina.

I expect the usual suspects (Drow/Tiefling/Aasimar) to be put in somewhere 2-4 years after OE launch, specifically to make money and incentivize buying the the first expansion. Duergar and Snirfveblin are also just variations of core race models so maybe on them.

It is Pathfinder, so yeah eventually one day, if the game is successful enough, we could see something really nuts like Goblins, Tengus and Gripplis. But aside from Drow and Tiefling, I wouldn't build a backstory around it cuz the chances are shaky to slim.

This might be a slight tangent, but it's an interesting point. Most mmorpgs develop what is feasible and what makes marketing sense to draw players in.

Then according to plan or dependent on success and to inject impetus into the game, new races are revealed and released.

What I've seen is a flood of new characters built for a few weeks after new race releases (at least in themepark games), perhaps in the hope quick levelling and OP can be made advantage of as well as the novelty.

As correctly pointed out: Core races ideally will be most common. Rare races are attractive in part due to their rarity. Now what sort of mechanism would make that work? In the themepark it's all about avatar power and bums on seats. In sandbox, perhaps rare races should open up according to some sort of social index instead of power? That way if possible to come up with some design, you'd keep it rarer and desirable and perhaps those rare races would suitably interact in positive ways further making the efficacy of new races more impactful?? It might not get that instant bums on seats deal, but it might have a better network effect on the playing population? Perhaps open as an option to characters/accounts actively older than a certain amount, and perhaps at a little more cost than otherwise? Worth thinking about that.

Goblin Squad Member

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Moridian wrote:
Well played sir... well played...

*winks*

On the subject of non-Core Races, I'd be very happy if it cost real money to unlock them per Character.

Goblin Squad Member

Nihimon wrote:
On the subject of non-Core Races, I'd be very happy if it cost real money to unlock them per Character.

As would I. The last time I played Neverwinter, it seemed as if half the players were Drow, due to Cryptic's successful pre-order race offer.

Goblin Squad Member

I hear they're delicious cooked with truffles also.

Goblinworks Executive Founder

What would be a reasonable price for a nonstandard race which was cosmetic only? (such as a drow that used the stats of an elf) What about a nonstandard race that was different but if similar power to core races?

Goblin Squad Member

DeciusBrutus wrote:
What would be a reasonable price for a nonstandard race which was cosmetic only? (such as a drow that used the stats of an elf) What about a nonstandard race that was different but if similar power to core races?

Exactly what enough numbers of people will pay. Enough that it is not a default choice.

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