Crowdforging: Subjects to bring up in the future.


Pathfinder Online

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Goblin Squad Member

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With 2 weeks between blogs we've been doing a lot of chatting amongst ourselves and it seems like we've had an extra productive cycle of new ideas. We can't get into all of them immediately so here is a list you can so we don't forget. Two helpful guidelines:

1. Write down just the game feature and the general idea of it, not a whole explanation or argument for it etc. (that's what we get into later). Keep it one or two sentences brief. Also please refrain from commentaries on other posts too so this whole post is just one idea after another.

2. If you see a topic you feel especially strong about favorite the post so devs can see a plain number showing which are the most on our mind.

Goblin Squad Member

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Low cost, temporary, fence-wall things to fortify an area out in the open for a few hours (like a harvesting kit or settlement/POI build site).

Goblin Squad Member

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Caravans, caravans, caravans.

Goblin Squad Member

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Fully remappable keyboard/mouse commands.

Corollary: Keyboard mappable player-generated broadcasts such as frequent orders to /party channel, SAD speech to /say channel etc. probably from the NumPad by default.

Goblin Squad Member

Proxima Sin wrote:
Fully remappable keyboard/mouse commands.

I've missed something: where's the crowdforging potential here? Is there a counter-argument to this?

Goblin Squad Member

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Smuggling that has an impact on settlement DI (positive and negative). That means, true smuggling, not the fake smuggling that we have suffered through in Star Wars Galaxies or SWTOR.

Goblin Squad Member

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Transportation - includes mounts and mounts types, work animals (farming, if any) animals to pull carts and wagons, systems of fast travel (stables like in LotRO, or portals (hope not), wagons/stagecoach).


How the classless class system will work, for the love of god. And more information on the Sorcerer plz. Bloodlines.

Goblin Squad Member

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Divine magic! And what Qallz said!

Goblin Squad Member

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Update/clarification on the SAD system. With new game features since the last information there's growing confusion and concern about the balance between owners and stealers.

Goblin Squad Member

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Plan-o-grams of the basics of each core class a la EVE certificates or Secret World Decks. If you want to be a fighter train this bunch of basic skills, then train this group of attack of opportunity related skills, then train this group of weapon specialization skills or if you want to track down NPC lairs get this bunch of related skills etc.

Goblin Squad Member

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An in-game paper or parchment that can be permanently written on (probably without any verification of who wrote it).

Goblin Squad Member

Shane Gifford wrote:
An in-game paper or parchment that can be permanently written on (probably without any verification of who wrote it).

Definitely this. I want to be able to write books/journals in-game that can be spread throughout the world.

.... Oh there is a chest. I'll just take the gold from in it and leave my latest book on the mating rituals of trolls in there for the next person to find and read. :P

Goblin Squad Member

Looking at the blog, there are "future blogs for more details / we'll talk more about these in future updates" mentioned on the following subjects:

  • Raiding (PvP)
  • Caravans
  • Development Indexes
  • Further details on Escalation Cycles
  • Fort Riverwatch
  • War
  • Building Managers
  • Sorcerers
  • Experts & Aristocrats

And more pictures! ;)

Goblin Squad Member

Qallz wrote:
How the classless class system will work, for the love of god. And more information on the Sorcerer plz. Bloodlines.

That has been explained heavily... Read some old Dev Blogs and look at Eve's system. Of course there will be more to come on that, no need to request it.

Oh and what AvenaOats said.


Xeen wrote:
Qallz wrote:
How the classless class system will work, for the love of god. And more information on the Sorcerer plz. Bloodlines.

That has been explained heavily... Read some old Dev Blogs and look at Eve's system. Of course there will be more to come on that, no need to request it.

Oh and what AvenaOats said.

I didn't play Eve, I'm an Old-skool DAoC'er. And I was requesting it for the next blog.

Goblin Squad Member

AvenaOats wrote:

Looking at the blog, there are "future blogs for more details / we'll talk more about these in future updates" mentioned on the following subjects:

  • Raiding (PvP)
  • Caravans
  • Development Indexes
  • Further details on Escalation Cycles
  • Fort Riverwatch
  • War
  • Building Managers
  • Sorcerers
  • Experts & Aristocrats

And more pictures! ;)

Okay, then, Alex, I'll take Sorcerers and Caravans for 500!

Goblin Squad Member

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Sorcerers won't be in the game at the beginning of Early Enrollment. I'm looking forward to the blog on Clerics and Divine Magic.

Goblin Squad Member

Qallz wrote:
Xeen wrote:
Qallz wrote:
How the classless class system will work, for the love of god. And more information on the Sorcerer plz. Bloodlines.

That has been explained heavily... Read some old Dev Blogs and look at Eve's system. Of course there will be more to come on that, no need to request it.

Oh and what AvenaOats said.

I didn't play Eve, I'm an Old-skool DAoC'er. And I was requesting it for the next blog.

And I didnt say go play it, or you must have played it to understand... I was saying, until the blog comes out you can go look there and at some older dev blogs discussing it.

I was also saying, its on the list of things to come... Its not a subject to bring up as it already brought up. It will probably be a while as Im sure they are still working out the bugs... since they are play testing now.

Edit: and no im not trying to start an arguement, just giving you something to look at


Nihimon wrote:
Sorcerers won't be in the game at the beginning of Early Enrollment. I'm looking forward to the blog on Clerics and Divine Magic.

Yea, that's cool too. I'm hoping they have the Trickster domain with stealth as a class skill like in the tabletop. I plan on running a stealther company, and could use some clerics.


Xeen wrote:
Qallz wrote:
Xeen wrote:
Qallz wrote:
How the classless class system will work, for the love of god. And more information on the Sorcerer plz. Bloodlines.

That has been explained heavily... Read some old Dev Blogs and look at Eve's system. Of course there will be more to come on that, no need to request it.

Oh and what AvenaOats said.

I didn't play Eve, I'm an Old-skool DAoC'er. And I was requesting it for the next blog.

And I didnt say go play it, or you must have played it to understand... I was saying, until the blog comes out you can go look there and at some older dev blogs discussing it.

I was also saying, its on the list of things to come... Its not a subject to bring up as it already brought up. It will probably be a while as Im sure they are still working out the bugs... since they are play testing now.

Edit: and no im not trying to start an arguement, just giving you something to look at

Yea, I was thinking at looking into some EVE stuff, but I'm hesitant becuz I don't know what from EVE will be implemented into PFO, and what won't. No worries.

Goblin Squad Member

Qallz wrote:
... I don't know what from EVE will be implemented into PFO, and what won't.

For what it's worth...

We are not making EVE Online, and the differences between our game and EVE will be greater than their similarities.

Goblin Squad Member

Nihimon wrote:
Qallz wrote:
... I don't know what from EVE will be implemented into PFO, and what won't.

For what it's worth... I like to quote this so I can try to thumb my nose at people... I also ignore all the Eve based dev blogs...

We are not making EVE Online, and the differences between our game and EVE will be greater than their similarities.

Yet you can look at the skill system that Eve is doing to get an idea what PFO will be doing.

All we know for sure is that XP will be gained through time. You can spend the xp when you are able. Eve requires you to que up a skill to train over time.

Goblin Squad Member

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A tracking system, which allows players to find specific other players (in one form or another). Also tracking on specific NPC mobs (maybe as a different skill called 'hunting'), used during escalations, when hunting a powerful enemy like a dragon, or when finding the locations to dungeons/monster nests with extra loot.

Goblin Squad Member

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Something similar to chaos chests and treasure maps in DF. And the ability to transfer maps leading to dungeons when found and locked to your character.

Goblin Squad Member

Reminder to favorite the topics you care about. If everyone that visits the forums does that (even if you don't post) the subjects most on our minds will be made evident.

And please keep commentaries to other threads so it's easier for everyone to look through the ideas.

Goblin Squad Member

What is preventing every character from pouring xp into their hp skill so rogues and wizards have just as many hp as fighters and barbarians?

Sovereign Court Goblin Squad Member

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Proxima Sin wrote:
What is preventing every character from pouring xp into their hp skill so rogues and wizards have just as many hp as fighters and barbarians?

Relevant

Liberty's Edge Goblin Squad Member

Nothing should prevent any or every character from putting xp into say hp skills. However it will likely not make sense to do so. HP skills for instance will likely be skils that also give some advantage in physical combat (I'm guessing that the skills are complex and don't just enhance hp or P(H)with weapon a). Even if that's not the case if you want you charcter to be a magic wielder then putting some xp into learning spell, uping intel, and such are going to be if not required at least highly adviseable.

Goblin Squad Member

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Music system, as well as other entertainment type categories (plays and theater, sheet music, instruments, synchronized theater and musical productions). This will surely be down the list, but LotRO has a MIDI Music system built in and it is very cool. Lots of players have done some amazing work putting in nice music to play in the inns and taverns and outdoor camps. Makes RP a lot of fun with the background fitting the setting.

Goblin Squad Member

Hardin Steele wrote:
Music system, as well as other entertainment type categories (plays and theater, sheet music, instruments, synchronized theater and musical productions). This will surely be down the list, but LotRO has a MIDI Music system built in and it is very cool. Lots of players have done some amazing work putting in nice music to play in the inns and taverns and outdoor camps. Makes RP a lot of fun with the background fitting the setting.

lol... I can hear it now. Walk into a tavern and the bard in the corner is playing some heavy metal gothic music. :P

Goblin Squad Member

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Banesama wrote:
lol... I can hear it now. Walk into a tavern and the bard in the corner is playing some heavy metal gothic music. :P

Ill bet 1gp right now that not only will he/she create a loyal following, they will trash talk all OTHER bards playing that type of music as lame copycats, there will be lots of drama, sex & drugs will be involved at some point, the settlement's law enforcement will have to break up at least one fight, and the locals will complain "that thing will never be the same again".

You know, player content. :)

Goblin Squad Member

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Proxima Sin wrote:
What is preventing every character from pouring xp into their hp skill so rogues and wizards have just as many hp as fighters and barbarians?

Conflicting desires. I'd bet dollars to donuts that there are so very many gottahavits that deciding what to pour your xp into will be an excruciating test of insight and willpower.

Goblin Squad Member

Xeen wrote:
...All we know for sure is that XP will be gained through time. You can spend the xp when you are able. Eve requires you to que up a skill to train over time.

I don't have access to Nihimon's comprehensive database of dev quotes but I have a recollection that rather than queuing up specific skills and awaiting their fill we will accrue experience which we may apportion. We will not decide first what to commit to, we will decide what we spend accumulated our xp to gain when we have it to spend. This might seem like a minor difference, but I think the effective difference will be more toward profound.

Goblin Squad Member

I wish the True Neutral alignment to be a meaningful and potent counterpoint to extremism.

Goblin Squad Member

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Being wrote:
Conflicting desires. I'd bet dollars to donuts that there are so very many gottahavits that deciding what to pour your xp into will be an excruciating test of insight and willpower.

Am I understanding correctly that this would be a change of pace from the way that most fantasy MMORPG assign XP and the "best" and

"right" way of using XP/leveling?

Sounds like having to make a tough choice on how to use your XP in PFO will be a keep part of your characters development, especially in a classless system. I look forward to making those hard choices...

Goblin Squad Member

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Being wrote:
Xeen wrote:
...All we know for sure is that XP will be gained through time. You can spend the xp when you are able. Eve requires you to que up a skill to train over time.
... I have a recollection that rather than queuing up specific skills and awaiting their fill we will accrue experience which we may apportion. We will not decide first what to commit to, we will decide what we spend accumulated our xp to gain when we have it to spend. This might seem like a minor difference, but I think the effective difference will be more toward profound.

I think you and Xeen are saying the same thing: that we won't be required to queue up the next skill to be trained, but rather we will gain xp over time (like EVE), and use the accumulated xp to buy skill training at our own pace (unlike EVE).

Goblin Squad Member

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Proxima Sin wrote:
What is preventing every character from pouring xp into their hp skill so rogues and wizards have just as many hp as fighters and barbarians?

There could also be Constitution prerequisites to some levels of hp skill, so only characters who have devoted themselves to a lot of skill training with Constitution gains will be able to access those higher hp skills.

Goblin Squad Member

Shane Gifford wrote:
A tracking system, which allows players to find specific other players (in one form or another). Also tracking on specific NPC mobs (maybe as a different skill called 'hunting'), used during escalations, when hunting a powerful enemy like a dragon, or when finding the locations to dungeons/monster nests with extra loot.

This a big one they haven't hit on at all yet, (that I've seen) but it's absolutely essential that bounty hunters and assassins have methods for tracking their target down. Otherwise their profession will be too random and/or time consuming to be viable.

Goblin Squad Member

Being wrote:
Xeen wrote:
...All we know for sure is that XP will be gained through time. You can spend the xp when you are able. Eve requires you to que up a skill to train over time.
I don't have access to Nihimon's comprehensive database of dev quotes but I have a recollection that rather than queuing up specific skills and awaiting their fill we will accrue experience which we may apportion. We will not decide first what to commit to, we will decide what we spend accumulated our xp to gain when we have it to spend. This might seem like a minor difference, but I think the effective difference will be more toward profound.

First, you absolutely have access the database from which I mine dev quotes; you just don't have the burning desire to utilize it :)

Also, I believe Xeen was making the same point, that the queue system that EVE uses will not be used in PFO, and that PFO will grant XP over time and then allow you to spend it at your leisure.

Goblin Squad Member

Being wrote:
I wish the True Neutral alignment to be a meaningful and potent counterpoint to extremism.

I'm very curious about your thoughts on the duality of True Neutral. My personal brand of True Neutral is centered on an acceptance of all extremes, whereas yours seems centered on a rejection of all extremes.

Goblin Squad Member

Andius wrote:
Shane Gifford wrote:
A tracking system, which allows players to find specific other players (in one form or another). Also tracking on specific NPC mobs (maybe as a different skill called 'hunting'), used during escalations, when hunting a powerful enemy like a dragon, or when finding the locations to dungeons/monster nests with extra loot.
This a big one they haven't hit on at all yet, (that I've seen) but it's absolutely essential that bounty hunters and assassins have methods for tracking their target down. Otherwise their profession will be too random and/or time consuming to be viable.
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.

Ask and ye shall receive :)

Goblin Squad Member

Nihimon wrote:
Being wrote:
I wish the True Neutral alignment to be a meaningful and potent counterpoint to extremism.
I'm very curious about your thoughts on the duality of True Neutral. My personal brand of True Neutral is centered on an acceptance of all extremes, whereas yours seems centered on a rejection of all extremes.

I think True Neutrality will succeed only if an active agent rather than reactive.

Acceptance and Rejection are methods where balance and moderation is the object. Moderation can be an active verb.

How to say it.

Incorporating or promoting the opposite of an ascendant or dominant extreme is not simple rejection. Whether the extremes are suppressed or elevated is less significant than that they are balanced by their opposite(s). The dynamism inherent in their conflict should prove to be a function of how extreme each is.

Domination by Lawful Good, for example, is less desirable for the good of the game than Lawful Good in conflict with Evil and Chaotic powers. If Evil and Chaotic powers are too few or too weak then it should be incumbent on the true neutral to also oppose the dominant alignment until balance is achieved. Similarly if any extreme comes to dominate then should the devotee of balance work to offset such an advantage.

This will be politically hazardous, but promoting dynamism may generate adequately beneficial opportunity to balance the danger.

Goblin Squad Member

Being wrote:
How to say it.

I think you did...

Being wrote:
Moderation can be an active verb.

I can really dig that, man :)

In all seriousness, though, I see now how my characterization was inadequate in its expression if not in the understanding that grounded it. I think I could still fairly characterize my own position as an acceptance of all extremes, or of any, or of none. My own brand of True Neutral is aware that others will live their lives according to their own desires and their own sense of duty, and that's just fine.

Perhaps instead of the dichotomy lying along the fault lines of Rejection vs Acceptance of extremes, it actually lies along the fault lines of Passive vs Active Neutrality.

Of course, it's not utterly passive, and not utterly unconcerned. I would much rather live in a world dominated by Lawful Good than by Chaotic Evil.

Goblin Squad Member

Being wrote:
Proxima Sin wrote:
What is preventing every character from pouring xp into their hp skill so rogues and wizards have just as many hp as fighters and barbarians?
Conflicting desires. I'd bet dollars to donuts that there are so very many gottahavits that deciding what to pour your xp into will be an excruciating test of insight and willpower.

This covers it quite well. Sure a Wizard could poor xp in to HP skills... but there will be a max level of that skill... and He will have less xp in his magic skills....

Which in the long run will not matter... There will be max levels to skills, and everyone will reach the max for basic skills like HP based skills.

Goblin Squad Member

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From another thread on the topic of health points:

Stephen Cheney wrote:
Dario wrote:
I suspect that there will be some HP that comes as a passive bonus from general skills everyone will be able to train, and some that comes from archetypal skills being slotted. That way everyone gets some HP as they advance, but more durability focused characters will be able to reach a higher total without having to worry about players stacking HP from barbarian, fighter, and ranger to accrue an unbalancing amount.

This is correct.

We're still working out exactly how extra HP will be apportioned across various passive feats. Ultimately, if you're a long-term veteran who's maxed out, say, Sorcerer and Barbarian, and bought all the persistent HP upgrades possible, you'll still have way more HP when you slot as a Barbarian than as a Sorcerer.

Goblin Squad Member

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TREATIES: the opposite of feuds and wars. If you declare a war, feud, attack a member of X group then you've declared/attacked us too.

Goblin Squad Member

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ENCUMBRANCE: Since encumbrance already takes size into consideration with weight, don't limit our inventory to a certain number of gui boxes. Let us pack things in until we reach encumbrance.

(First enumerated by Keovar but I thought it was worth putting here)

Goblin Squad Member

"Loot mobs", very rare creatures which either have a lot of useful/valuable items themselves or can lead to a lair with such things. Could be a play (or addition) on the previously stated idea of Chaos Chests.

Goblin Squad Member

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Proxima Sin wrote:

ENCUMBRANCE: Since encumbrance already takes size into consideration with weight, don't limit our inventory to a certain number of gui boxes. Let us pack things in until we reach encumbrance.

(First enumerated by Keovar but I thought it was worth putting here)

This is already the plan.

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