Flag Revamp


Pathfinder Online

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Goblin Squad Member

I cant wait to see what the devs have cooked up. There could be significant changes and/or additions to the current one.

Id definitely be interested to know if SAD could be applied to a group or only individuals as well (Ive been assuming it would be applied to a group).

An additional request of mine would also be to include the concept of a multi-flagging group. Such as can it even work? If so, then how would it play out?

For instance a mixed group of outlaw and assassin flags. Would the rules of a rejected SAD also apply to the assassins in the same group? Would the system recognize the assassins as able to kill the player/players that rejected the SAD? Or would everyone in the "bandit" group need to be outlaws?

Im sure some good guys can think up similar scenarios for mixed flag grouping as well.

Goblin Squad Member

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Fun with flags!

Goblin Squad Member

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I think that the Heinous Flag should not be a long term flag, but a PVP flag that allows:

1. Necromancers to raise and command the Undead in PVP combat

2. Settlement Leaders to use slaves in PVP warfare

This way you take the Reputation loses out of the PVE activities and place it within the PVP activities.

Goblin Squad Member

Blaeringr wrote:
Fun with flags!

Thanx, it is 2am and I woke my wife up laughing. Thanx a lot!!!!!

Goblin Squad Member

I would also like to see a Mercenary / Barbarian flag designed for fighters who are not enforcers or guardians, but just like to fight! A flag open to any alignment, but perhaps only unlocked by having specific feats / skills: Skirmisher or Marauder.

Goblin Squad Member

One thing I hope that the devs consider for the revamp, is this question:

If the purpose of the flagging system is to regulate the behaviors of the players, to play within the roles that the flags represent, then why would there be any Reputation loss for using the flags correctly?

Goblin Squad Member

I think the Champion and Enforcer flags are good broad flags that meet the needs of most good/lawful PVPers. I think the outlaw flag is a fairly good/broad flag as well though I wouldn't mind seeing some abilities added to it other than just the general SAD.

The assassin flag is a great flag, but it has very narrow uses. I would like to see at least one additional evil flag targeted at a much broader audience or multiple flags targeted at different narrow audiences. One similar to the traveler flag that would be great for evil (gives bonuses to a non-PVP activity for flagging yourself for PVP) would be a slaver flag.

For the traveler flag it's great, but I see absolutely no reason to restrict it to neutral alignments. Why would traders from corner alignments not use the traveler flag?

Bluddwolf wrote:
If the purpose of the flagging system is to regulate the behaviors of the players, to play within the roles that the flags represent, then why would there be any Reputation loss for using the flags correctly?

The idea I got is that they do not want champions and enforcers killing every evil / chaotic player they see. So they give alignment gains for wearing the flag but alignment loss for any kills that would usually give you the attacker flag. Someone wearing the champion / enforcer flag is then required to put more thought into who they do and don't need to kill if they intend to stay their alignment.

I don't believe flagged players from enemy alignments cost alignment to kill though? Like I don't think a champion loses alignment killing an assassin, or an enforcer for killing an outlaw.

Goblin Squad Member

Perhaps the narrow allowance of the flag system is part of the reason for the revamp? Just one of the reasons, of course.

Goblin Squad Member

@Andius, Bludd wasn't talking alignment hits, he was talking reputation hits. Champions are supposted to attack evil characters, so Bludd is saying, if the target they attack and kill is evil, then the champion suffers no rep loss. They are still enemies to the evil and can suffer bounty/death curse from them as normal, but no rep loss that is normal for killing a player. This is due to them using the flag as intended. Now, killing a good or neutral player brings full rep and alignment loss, but that isn't who the flag is targets towards.

I agree the assassin flag is specific, but then again, it should be. Technically anyone can be an assassin, just accept money to kill a target. But to earn the perks and "status" of the assassin, that is where the flag comes in and separates murderers from assassins.

I agree, maybe a flag designed to "hunt Good" similar to the champion but you have to be careful not to make it a "griefer" flag.

I really like the slaver idea. Like an evil/chaotic traveler.

Great ideas.

Goblin Squad Member

Especially for the benefit of new players, I hope the flag system is simplified. I already feel as if I need a scorecard to keep track of who can kill what and when and what happens if this isn't just so, or only on Wednesdays, etc.

I agree with Andius' statement about the Traveler Flag and its current alignment restrictions. Perhaps fewer, but broader purposed flags would help

Goblin Squad Member

Andius wrote:
I don't believe flagged players from enemy alignments cost alignment to kill though? Like I don't think a champion loses alignment killing an assassin, or an enforcer for killing an outlaw.

From my readings, that is correct; flagged characters (with long-term flags) can attack flagged characters generally without negative consequence. It's not clear if a Champion impairs his hourly gain if he attacks flagged good or neutrals. Also, the criminal flag penalties can still apply (and an Enforcer loses his abilities if he picks up the criminal flag, say raiding another settlement).

Goblin Squad Member

Bluddwolf wrote:
I would also like to see a Mercenary / Barbarian flag designed for fighters who are not enforcers or guardians, but just like to fight! A flag open to any alignment, but perhaps only unlocked by having specific feats / skills: Skirmisher or Marauder.

Agreed; there is a need for a long term flag that signifies "I am open to PvP; attack me if you dare," but not as tight as the others.

The benefits from such a flag might be less than the flags we know, but it allows for flag on flag PvP. For example, people with this flag would still be subject to gaining attacker, criminal, and other flags.

Goblin Squad Member

"The Goodfellow" wrote:
@Andius, Bludd wasn't talking alignment hits, he was talking reputation hits. Champions are supposted to attack evil characters, so Bludd is saying, if the target they attack and kill is evil, then the champion suffers no rep loss.

The way the flag currently is written, a Champion is encouraged to attack flagged evil characters - only evil characters. He is discouraged, by the reputation hit, from attacking unflagged evil characters. Just being evil doesn't make someone a target for consequence-free, non-consensual PvP.

Goblin Squad Member

"The Goodfellow" wrote:
@Andius, Bludd wasn't talking alignment hits, he was talking reputation hits.

Right but what I said actually still applies. Actually I guess it only applies to reputation since champions should never get evil points for killing if they follow the flags restrictions.

Quote:

Champion (Good)

Champion is for players who want to proactively take the fight to the forces of evil. It allows players to more easily engage evil characters and earn reputation. As long as you limit your kills to evil characters, you get increasing benefits, but killing neutral or good characters ends your benefits; you still can suffer reputation and law vs. chaos loss for attacking evil characters. This flag is automatically disabled by gaining the Attacker or Heinous flag.

This flag cannot be activated while the Attacker or Heinous flag (or their 24-hour versions) is active.

While Champion is active:
- Attacking unflagged evil characters gives the player the Involved flag instead of Attacker.
The player gets a bonus to Perception and Crit Resistance that scales up each hour they remain flagged.
- The player does not lose good vs. evil for killing unflagged evil characters (but will still lose law vs. chaos if the attack is a crime, and will lose proportional reputation, so don't go abusing the evil characters who aren't much involved in PvP; just because you're a crusader against evil, it doesn't give you license to be a jerk).
- The player earns extra good vs. evil for each character with Heinous killed up to a daily max.
- The player earns reputation at the end of the first hour this flag is active. This award increases each hour up to a set maximum. This count resets whenever the bonuses from the flag reset.

I would like to add that in my opinion the champion flag is perfect. It's the only flag I really feel that way about (Though enforcer is if there are good-evil alignment penalties for killing CG criminals). I hope to receives few to no changes. And I say this as someone who will be flying it near 100% of the time if it stays as is.

Edit: Actually there is one problem with both of these flags, but it's more a problem with the flagging system itself.

Quote:
These flags work like other PvP flags: A person targeting the character unprovoked gains the Involved flag and does not lose any reputation or alignment upon fighting/killing the target.

Really? It's not considered an evil act to attack a champion? We can't attack good/neutral players but they could run around killing every champion they see?

No rep loss, no problem, but make them go evil so we can attack them back.

Goblin Squad Member

The trick with the champion flag comes when you run up against someone's alt. Flagged evil types in the woods, using an unflagged NG mule to hold their valuables. You can kill the evils all day, but attacking their mule drops your flag and seriously damages alignment and rep.

You might just call up your CG irregulars squad up to do a stand-and-deliver. Or have a tolerated dirty squad.

Goblin Squad Member

Andius wrote:
We can't attack good/neutral players but they could run around killing every champion they see?

You can't attack first, no. Not as it's currently written. It sort of makes sense that a paragon of good would have that restriction.

On the other hand, those "neutral" and "goods" that attacked you? They get nothing like the rep gain you're pulling in.

Goblin Squad Member

Urman wrote:
Andius wrote:
We can't attack good/neutral players but they could run around killing every champion they see?

You can't attack first, no. Not as it's currently written. It sort of makes sense that a paragon of good would have that restriction.

On the other hand, those "neutral" and "goods" that attacked you? They get nothing like the rep gain you're pulling in.

Ok let's try this from another angle. List a single reason for killing a champion as a non-evil character that isn't evil.

I agree that OUR restriction makes sense. It just doesn't make sense that people who are immune to us unless they start the fight can attack us without going evil.

Goblin Squad Member

A demonstration of martial prowess.

Prance-a-lot roams around with his champ flag up. Blackknight says, "I can take you". Prance-a-lot says, "Then you must attack me first, knave - I never strike the first blow!" Fight ensues.

Both are flagged for PvP; no harm, no foul. Well, except the damaged armor and the stuff lost in the scuffle.

Now... I think a settlement might want to criminalize casual violence. So maybe this happens out in the woods instead.

Goblin Squad Member

@ Andius,

The Champion Flag is only good versus Evil. What flag do warriors have versus their enemies / rivals if they are not evil or chaotic (if you think to use the Enforcer).

Presently you have no flag to use against a LN settlement, infringing on your settlement claims, if you are LG or NG.

There needs to be a universal Warrior or Mercenary flag.

Traveler flag should also be universal, just remove the merchant based buff out of it.

Merchant Flag could be based on a feat / skill that is earned and be universal in alignment as well.

Goblin Squad Member

Andius wrote:


Quote:

Champion (Good)

...
While Champion is active:
...
- The player earns reputation at the end of the first hour this flag is active. This award increases each hour up to a set maximum. This count resets whenever the bonuses from the flag reset.

Hmmm, this was probably discussed before, and i don´t have the time atm to look up the other flags, but,

can pvp flag be active while in a settlement?

because if that is the case, isn´t it then possible to just stay in a friendly setlement to 'recharge' your rep without any consequenses(well except for time spent waiting?

Goblin Squad Member

Urman wrote:

A demonstration of martial prowess.

Prance-a-lot roams around with his champ flag up. Blackknight says, "I can take you". Prance-a-lot says, "Then you must attack me first, knave - I never strike the first blow!" Fight ensues.

Both are flagged for PvP; no harm, no foul. Well, except the damaged armor and the stuff lost in the scuffle.

Now... I think a settlement might want to criminalize casual violence. So maybe this happens out in the woods instead.

This would be achieved much better through a "duel" system. Mutual consent PVP between people of the same alignment is not a justification for letting good aligned players attack people who are meant to protect them.

Goblin Squad Member

Bluddwolf wrote:

@ Andius,

The Champion Flag is only good versus Evil. What flag do warriors have versus their enemies / rivals if they are not evil or chaotic (if you think to use the Enforcer).

Presently you have no flag to use against a LN settlement, infringing on your settlement claims, if you are LG or NG.

This should be done through the use of war and exile mechanics. Not the PVP flagging system.

Settlements should be able to declare war on other settlements and exile people from any hex they control. War targets anywhere should always be flagged so they can be killed without penalty, exiles should be flagged while in hexes where they are exiled so they can be killed without penalty.

Declaring and maintaining wars should effect the alignment of the settlement itself, and maintaining over a certain number of similar alignment exiled groups / players should effect development indexes.

Goblinworks Executive Founder

What if the 'war' status was paired with a 'combatant' flag, such that:

  • Any member of a PC settlement can flag themselves as 'combatant' at any time while not in contested or enemy territory; certain actions provide this long-term flag when taken, regardless of where it is taken.
  • Any settlement may declare itself 'at war' with any other settlment; this declaration is unilateral, but one-way. War declarations are not required to capture territory.
  • Any action which falls into 'settlement warfare', including initiating an attack (but not responding to one) on an enemy combatant.
  • There is no alignment or reputation penalty, nor a marshal response, from any attack initiated AT a 'combatant' with which your settlement is at war, except as described below.
  • There IS an alignment and reputation penalty for attacking a noncombatant of a settlement on which your settlement has declared war (Good Guys don't attack noncombatants)
  • There IS an alignment and large reputation penalty for taking any action which forces the combatant flag to be applied to you if you are in an area where you cannot change status voluntarily (Only Bad Guys use the protection offered by appearing to be noncombatants to gain an advantage)

Thoughts?

Goblin Squad Member

I was about to say "You don't target enemy non-combatants during war? You and I wage war very differently."

Then I realized I'm neutral good, and every reason I have for targeting non-combatants could be achieved by wearing the outlaw flag.

If I was capable of delivering SADs to enemy forces for a shift toward chaotic I would fully support this system.

Goblin Squad Member

Andius wrote:
If I was capable of delivering SADs to enemy forces for a shift toward chaotic I would fully support this system.

By that do you generally mean: Characters of neutral alignment on the law chaos axis (-2500 to 2500 law-chaos) should be able to flag as Outlaw. However, this would cause an immediate shift of their alignment to -2501 law-chaos?

Goblin Squad Member

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Urman wrote:
Andius wrote:
If I was capable of delivering SADs to enemy forces for a shift toward chaotic I would fully support this system.
By that do you generally mean: Characters of neutral alignment on the law chaos axis (-2500 to 2500 law-chaos) should be able to flag as Outlaw. However, this would cause an immediate shift of their alignment to -2501 law-chaos?

No. I mean characters of any alignment should be able to do it, and it moves you closer toward chaotic. Not that it instantly makes you chaotic.

Sort of like how if (as a non-champion) I can kill someone without reason, and it will shift me closer to evil, but it doesn't automatically make me evil. I would imagine as a neutral good player I could rob quite a few enemies without going chaotic as long as I was balancing it out with lawful acts.

Goblin Squad Member

Off the top of my head, I'd agree that maybe a Stand and Deliver option should be available to non-chaotics, with a chaos hit, but also without any possibility of a rep gain for an accepted SAD. You're not a dandy highwayman and all :)

Goblin Squad Member

Urman wrote:
Off the top of my head, I'd agree that maybe a Stand and Deliver option should be available to non-chaotics, with a chaos hit, but also without any possibility of a rep gain for an accepted SAD. You're not a dandy highwayman and all :)

No you're certainly not. In war it's about depriving the enemy of resources. I wouldn't give any rep bonuses but I would make it so you can demand 100% of their carried items, even if the SAD wouldn't allow that, because in a war I'll take what I can carry and burn what I can't. Not sure if I would make that include equipped items or not.

Goblin Squad Member

A few comment...

First, you can not SAD unless you are already Chaotic and flying the Outlaw flag. Any shift of alignment towards Chaotic, will not result from issuing a SAD, but only from not issuing one.

An Ambush (v. flagged target) would generate an attacker flag, chaotic shift, evil shift and a regular reputation hit. This flagged target would not have the ability to issue a death Curse, because they were a legitimate target. The Outlaw flag resets to zero.

An Ambush versus an unflagged target would do all of the above, but would generate the Aggressor stack, and allow for a Death Curse. The Outlaw Flag sets to zero.

If a SAD is issued and rejected, flagged or unflagged, no attacker flag or aggressor stack is incurred and Outlaw Flag is not reset (continues to gain stack).

Now some or even all of this is subject to change in the Flag Revamp, so a lot of this discussion is potentially moot.

@ Andius,

If you are in need of disrupting your rival's supply lines, particularly in war, you could just contract for Outlaws to take care of the chaotic neutral / evil work for you. This way you keep your hands clean from the taint of chaos and bloodshed.

Also, the issue of "non combatants". They do not exists. In war, you will not be presented with targets that are civilian women, children, the elderly or the infirmed. In PFO characters are the content, they will train for years and eventually everyone will have combat capability.

Goblin Squad Member

My thoughts on some possible flags

Duellist:
The Duellist flag is for players who want to challenge other players in honourable combat. It can be used by any character type and allows a player to issue a challenge to request a fight. While the duellist flag is in operation any other player may issue the duellist a challenge. Declining the invitation removes the duellist flag which can’t be reactivated for an hour.

• When a duel is accepted the challenged player acquires the duellist flag
• A wager can be placed on the outcome of the duel (reputation, coin or item). If a wager is desired by both players then both parties must accept the other parties offer.
• No reputation is lost for defeating a challenged player
• The winner of the duel doesn’t gain negative flags for defeating the challenged player
• The loser of the duel doesn’t die or drop a corpse bag. They defeated player recovers fully, moments after the duel
• If duels are allowed within a settlement, then no NPC guard is summoned upon the defeat of one of the players.
• If a player outside of the duel assist one of the duellist, then he gains the involved flag and loses reputation for interfering. The interfering player can’t offer or accept a duel for up to one hour.
• A record of all duels are linked to a player and can be viewed by other players.
• A duellist can’t challenge the same player within a specified period of time.

Design Notes:
Rules would need to be established around how often two characters can duel, particularly in the case of wagering reputation points, to remove reputation farming from one character to another. It would also be cool if a characters duellist scoreboard somehow ranked the overall combat ability between the two parties. For instance if a fighter(8) character always challengers characters with crafting skills and little to no combat ability, it would be obvious that he might be farming reputation from his buddies, and not a serious duellist.


Slaver:
The slaver flag is for players who want to use slaves to harvest and transport resources.

• This flag can be activated by any non-good aligned player, when he sets up a camp to harvest resources or when he wants to transports goods.
• While the slaver flag is active;
• The player gains a bonus to resource harvesting speed. This increases each hour the flag is active up to ten hours.
• The player gains a bonus to encumbrance so he (and his slaves) can carry more items. This increases each hour the flag is active up to ten hours.
• If a player uses slaves to harvest good, then they must use slaves to transport the goods
• Each time the character uses the Slaver flag they lose good vs evil
• Anyone may kill a Slaver without fearing reputation or alignment loss
• The slaver flag lasts an equal amount of time (minimum of one hour) beyond the resource harvesting and transportation of the goods

Design Notes:
It would be cool if slaves are used for harvesting resources that a resource gathering camp is somehow marked as using slaves and who created the camp. This would also be good if this marker persisted for a while after the resource camp was disbanded. This would allow other players to know who has been using slaves, even if the slaver doesn’t currently have the slave flag active.

In regards to transporting goods from a resource node it would be fun if an npc slave appears shackled to the player. If the slave is freed or the player abandons the slave (to run away from crusaders) then a percentage of the gathered resource is lost and accessible via the slaves inventory. I could imagine both good and evil players trying to pray on the slaver. If a player frees a slave then the resources could be lost (to enable the slaves make a fresh start), otherwise an evil player could only get the slaves inventory by stealing the slaves and becoming a slaver himself. Killing the slaves (accidentally or not) would gain the player evil points. So a good player would need to be careful to not fireball a slaver, which result in killing the slaves.

Goblin Squad Member

Bluddwolf wrote:

A few comment...

First, you can not SAD unless you are already Chaotic and flying the Outlaw flag. Any shift of alignment towards Chaotic, will not result from issuing a SAD, but only from not issuing one.

I'm aware. That doesn't mean they can't make it so the war system would allow you to do just that, which is what I'm proposing. Unless this comment wasn't directed at me?

Bluddwolf wrote:

@ Andius,

If you are in need of disrupting your rival's supply lines, particularly in war, you could just contract for Outlaws to take care of the chaotic neutral / evil work for you. This way you keep your hands clean from the taint of chaos and bloodshed.

Also, the issue of "non combatants". They do not exists. In war, you will not be presented with targets that are civilian women, children, the elderly or the infirmed. In PFO characters are the content, they will train for years and eventually everyone will have combat capability.

I'm perfectly fine tainting my hands with chaos to get the job done. Just like I'm perfectly fine aligning myself with the law to get the job done. So if it was a chaotic act I would do it myself, and if it required you to be fully chaotic our CG members could do it.

Non-combatants aren't limited to women, children, and the infirm. They are anyone who does not participate in the fighting including traders, craftsmen, diplomats etc.

Killing these people is almost always considered an evil act, and robbing them blind every time you see them could easily be considered a chaotic act. A lawful good nation is going to settle their disputes on the field. A chaotic good nation is going to use whatever method they feel like but avoid killing and other forms of evil as much as possible. A lawful evil nation is going to kill whomever they please but will still have some codes they hold to, and a chaotic evil nation just doesn't give a damn about anything except winning.

All is fair in love and war, and the reputation system should give you a pass on anything done as part of the war, but that doesn't mean the alignment system should. The more I think about this idea, the more I like it.

Goblin Squad Member

@Andius, yeah, I thought it was more of thought experiment, proposing an option like stand and deliver, but not the same. Maybe it's called "Shake Down". Outside of war there maybe could be a rep loss, too. Something that crooked guardsmen do.

Goblinworks Executive Founder

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Andius wrote:

I was about to say "You don't target enemy non-combatants during war? You and I wage war very differently."

Then I realized I'm neutral good, and every reason I have for targeting non-combatants could be achieved by wearing the outlaw flag.

If I was capable of delivering SADs to enemy forces for a shift toward chaotic I would fully support this system.

Paladins don't do commerce raiding. The magnitude of the shift should be carefully considered, as well as allowing the settlement to subsidize it in some manner; someone operating in an official capacity might penalize the settlement alignment and/or reputation directly, instead of theirs personally, with consequences I can't figure out just yet.

Goblin Squad Member

DeciusBrutus wrote:
Andius wrote:

I was about to say "You don't target enemy non-combatants during war? You and I wage war very differently."

Then I realized I'm neutral good, and every reason I have for targeting non-combatants could be achieved by wearing the outlaw flag.

If I was capable of delivering SADs to enemy forces for a shift toward chaotic I would fully support this system.

Paladins don't do commerce raiding. The magnitude of the shift should be carefully considered, as well as allowing the settlement to subsidize it in some manner; someone operating in an official capacity might penalize the settlement alignment and/or reputation directly, instead of theirs personally, with consequences I can't figure out just yet.

I think the main penalty would be members gravitating too far from your alignment. If a lawful good settlement's members were out there robbing, sabotaging, etc. during a war then some might drift over to the chaotic side which would not work well for a lawful good group.

Goblin Squad Member

Do they get bumped from the settlement automatically if they stray too far?

Goblin Squad Member

Urman wrote:
Do they get bumped from the settlement automatically if they stray too far?

I believe so.

Goblin Squad Member

Andius wrote:
Urman wrote:
Do they get bumped from the settlement automatically if they stray too far?
I believe so.

No the settlement manager still has the ability not to. I would think the manager has available a spread sheet of each member if the settlement, and the impact that the citizen has on the settlement alignment and reputation. It would not be expressed in an actually alignment, but it would say what the plus / minus on each if the axis the character contributes to the core alignment / reputation of the settlement.

Goblin Squad Member

It's complex, and not fully laid out. Ryan has hinted that it might not be totally clear who exactly is causing the slippage.

At any rate, they probably won't get automatically booted. The process described so far involves the Settlement's Alignment actually changing, thus disabling certain structures, etc.

Goblin Squad Member

Nihimon wrote:

It's complex, and not fully laid out. Ryan has hinted that it might not be totally clear who exactly is causing the slippage.

At any rate, they probably won't get automatically booted. The process described so far involves the Settlement's Alignment actually changing, thus disabling certain structures, etc.

I'm sure if they allow more than just the 1-step, it will have even less of an impact if a few are not exactly aligned with the settlement alignment.

I have a feeling that alignment in the end will have an impact on the character, as far as acting as a gatekeeper to certain skills, but the impact on a settlement will be discarded.

Goblin Squad Member

Bluddwolf wrote:
I have a feeling that alignment in the end will have an impact on the character, as far as acting as a gatekeeper to certain skills, but the impact on a settlement will be discarded.

That seems exceptionally unlikely to me.

Goblin Squad Member

Nihimon wrote:
Bluddwolf wrote:
I have a feeling that alignment in the end will have an impact on the character, as far as acting as a gatekeeper to certain skills, but the impact on a settlement will be discarded.
That seems exceptionally unlikely to me.

Honestly speaking, is alignment required? Will PFO be a terrible game without it? Can PFO only be excellent with an alignment system?

The devs have often said that there is obviously a limit to what they can and can not do. As far as programing, and dedicating time and money to certain things that are "nice to haves", I would much rather that effort be put to the game "must haves".

Alignment can be nothing more than a gatekeeper for access to certain abilities / skills. It can be used to bar certain alignments for a settlement. But to include some kind of a complex alignment tracking system, running a calculation every time someone enters or leaves a settlement, seems to be a waste to me.

Leave alignment to role playing, as it should be.

Goblin Squad Member

@Nihimon

Well, you were right Sir Nihimon... ;)


Bluddwolf wrote:


Honestly speaking, is alignment required?

Alignments add diversity , without them the towns will be mostly identical.

Goblin Squad Member

Bluddwolf wrote:
Honestly speaking, is alignment required? Will PFO be a terrible game without it? Can PFO only be excellent with an alignment system?

I'd say it's an "integral part of the design". Does that mean it's required? Well... is PvP "required"?

Goblin Squad Member

Bringslite wrote:

@Nihimon

Well, you were right Sir Nihimon... ;)

Evergreen, to say the least...

Goblin Squad Member

Nihimon wrote:
Bluddwolf wrote:
Honestly speaking, is alignment required? Will PFO be a terrible game without it? Can PFO only be excellent with an alignment system?
I'd say it's an "integral part of the design". Does that mean it's required? Well... is PvP "required"?

It is easily discarded, and will be by the players. I will use my group as an example:

We are planning to set our company alignment to CN. Some of our members will be CN, CE, N and perhaps a few (very few) CG. We plan on flying three types of flags: Outlaw (C), Assassin (E) and Traveler (N).

How do we operate as Bandits?

1. We establish a hideout
2. We select our targets based on risk vs. reward calculations
3. We decide do we SAD, Ambush of let it pass
4. SAD - We Negotiate and honor that negotiation
4b. We Ambush, everyone has a role to play in attack. Precision assault, with contingencies and an exit strategy if need be.
5. We return to hideout, and conduct After Action review: What did we do right, what could we do better the next time?
6. Divide up the loot according to Company rules

Does any part of that sound "Chaotic"? But according to the proposed alignment / flag rules, bandits must be Chaotic.

The Outlaw Flag should have different types:

Thieves = Chaotic, pickpockets, muggers, and smash and grab robbers
Burglars = Neutral, requires some planing but typically a solo act
Bandits = Lawful, Detailed planning, organized attacks and precise execution.

Goblin Squad Member

Bluddwolf wrote:
It is easily discarded, and will be by the players.

I've previously made the case that you're making the same kind of arguments as those who say PFO doesn't "need" PvP at all. I consider this yet another piece of evidence in that case.

Bluddwolf wrote:
Does any part of that sound "Chaotic"?

Yes. The part where you decide to steal from others.

Goblin Squad Member

Nihimon wrote:
Quote:
Honestly speaking, is alignment required?
I'd say it's an "integral part of the design". Does that mean it's required? Well... is PvP "required"?

I think both are required. Alignment is kinda sorta required by the Pathfinder IP. PvP is required for good game design.

Bluddwolf wrote:
It is easily discarded, and will be by the players.

I think any group that decides to 'discard' alignment will end up CE- by design. It might be easy to discard, but it might be hard to compete after you've discarded it.

Goblin Squad Member

2 people marked this as a favorite.

Wow! So many great responses to this thread. Keep em coming.

Also, I have something extremely important to say.............

We need a Goblin Flag!!!!!! It turns the player into a Goblin as long as they are flagged! In addition your abilities are replaced with a limited set of Goblin based abilities. Thus turning yourself into content for others and looking extremely cool doing it!!!!! See my avatar? You too could be this handsome.

Im only half joking :b

Goblin Squad Member

Ya, the question might be: is the goblin race (waaay down the road) going to be a cash shop thing or something we unlock in the game?

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