Natural World and Hazards


Pathfinder Online

Goblin Squad Member

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Hello,

I was thinking what kind of natural hazards we will encounter in PFO.

A brief list of possible ones:

- Extreme Heat and Cold
- High Altitude
- (Sand)Storms and Tornados
- Avalanches
- Chasms
- Quicksand

Which do you think are more viable/interesting? Should they be included?

How can they impact the world and mechanics?

Extreme cold, high altitude and storms I'd love to see at least.

What do you think?

Goblin Squad Member

I'd really like to see high altitude be a version of extreme cold/exposure so that wearing heavy fur coats is necessary. If the devs ever get weather & seasons, then blizzards similarly.

Damage from to character from:

- falling
- briars and brambles
- poisonous plants to the touch

Damage to buildings from:

- high winds, hurricanes/tornadoes
- lightning strikes
- crop failure from drought or heavy rain.

Scarab Sages Goblin Squad Member

2 people marked this as a favorite.

-Water

I'd like realistic swimming and encumbrance, so if you fall in water wearing heavy armor, you would sink and drown pretty quickly.

I'd like to be able to dive under water to avoid incoming missile fire or spells.

I'd like small and large boats and barges for river trade.

I'd like the ability to build or destroy a dam on a river to flood a settlement in low lying areas (It will never happen, but it would be really nice for siege warfare)

Goblin Squad Member

Please, please, please...

Goblin Squad Member

I've said before I'd love to see a "Soaking Wet" debuff that applied for some time after being in water, that perhaps made cold spells more effective. It'd be great if there were graphics changes associated with it, but that's not really necessary.

Goblin Squad Member

3 people marked this as a favorite.
Imbicatus wrote:

-Water

I'd like realistic swimming and encumbrance, so if you fall in water wearing heavy armor, you would sink and drown pretty quickly.

If crossing terrain features were in, it would have a huge impact on warfare. Imagine one of your scouts finding a good location to ford a river, and then enemy is focused on a bridge miles upstream.

Goblin Squad Member

Mbando wrote:
Imbicatus wrote:

-Water

I'd like realistic swimming and encumbrance, so if you fall in water wearing heavy armor, you would sink and drown pretty quickly.

If crossing terrain features were in, it would have a huge impact on warfare. Imagine one of your scouts finding a good location to ford a river, and then enemy is focused on a bridge miles upstream.

This. Also, make movement on different terrains have an actual effect, like through sand or boggy areas slowing you down.

Goblin Squad Member

Nihimon wrote:
I've said before I'd love to see a "Soaking Wet" debuff that applied for some time after being in water, that perhaps made cold spells more effective. It'd be great if there were graphics changes associated with it, but that's not really necessary.

Or Lightning. As well as diminishing the powers of fire spells.

Goblin Squad Member

Let improved road surfaces increase movement speed. Dirt roads, gravel, cobblestones, fieldstone, slate, granite panels, bricks. Heavy rain could make the dirt roads and paths much slower to travel on than improved roads. Slopes would be difficult; more so on steep inclines and declines.

I have always wanted to see the "dripping wet" effect on swimmers. A sodden person even not in armor is much slower, so it might be an effective way to elude pursuers, but could have the drawback of slowing you down. A river could also have the effect of quickly drowning your pursuer if he/she were in plate armor and were foolish enough to swim after you!

Now that I think about it there are rivers in Darkfall that have currents, and in rapids it is extremely tough to swim against those currents. A nice touch.

Goblin Squad Member

Two natural effects that really impressed me / enhanced my experience were thorn bushes in Wurm and regular bushes in Mortal Online.

Thorn bushes in Wurm damage anyone who walks through them except priests of Fo (The nature god.) They are pretty distinctive but can still mess you up fairly bad if you aren't paying much attention to where you are going. The greatest part is that you can plant them, and Fo priests can use spells to make them grow faster. It makes it very useful for Fo priests to plant a few in their favorite private spots.

In Mortal, horses would not go through any of the larger bushes. One time while I was a newb, I got attacked by a mounted opponent on my way into town. By running from bush to bush I was able to avoid him well enough to make it into the safety of the town alive.

I would really like to see stuff like this in PFO. Plants that damage you, and ways to bypass that damage. Plants that grant concealment or restrict movement with different thing factoring in to how much. Limited control over the plant life of a region. Oh, and of course to hurl a fireball at those jerks hiding in the underbrush.

Goblin Squad Member

Imbicatus wrote:

-Water

I'd like realistic swimming and encumbrance, so if you fall in water wearing heavy armor, you would sink and drown pretty quickly.

As long as we could somehow retrieve the body I would be ok with that. It doesn't have to be an easy way, just a way.

Goblin Squad Member

Andas wrote:
Imbicatus wrote:

-Water

I'd like realistic swimming and encumbrance, so if you fall in water wearing heavy armor, you would sink and drown pretty quickly.

As long as we could somehow retrieve the body I would be ok with that. It doesn't have to be an easy way, just a way.

Corpse Mechanics?

Goblin Squad Member

Andius, you're positively undwarven! :o

Goblin Squad Member

I'm allowed to like nature, I'm half elf! Doesn't stop me from preaching the values of facial hair. ;)


Man everybody's changing avatars lately, maybe I should get rid of this stupid Jason mask.

Goblin Squad Member

Ah. If it was a reference to my old avatar I don't think it was a dwarf? I thought it was a human or half-elf with a bushy beard.


No, it was a Dwarf. lol

Goblin Squad Member

Looked it up to be sure. It's listed as a human.


Maybe it had a human father and Dwarven mom?

Goblin Squad Member

Oh, okay. I always thought that avatar was a dwarf. I even used it for a dwarf character in one of my PbP games. :P

Goblin Squad Member

The effects of lightning on stealth would be interesting. WoW had footprint trails in snow that could also be a pain when trying to sneak about.

Rain storms hitting right in the middle of a siege...

Windstorm when trying to traverse sandy/desert areas...

Could cliff or mountain climbing cause rock-slides that hurt both you and the people below/behind you? Could they be triggered on purpose...

Could rutted, choppy land have a chance of not only slowing down mounted movement, but causing your mount to be temporarily lame (say 1 in 20 tiles of rutted space might have a "twist ankle" trigger)...

Goblin Squad Member

Quote:
The River Kingdoms are located in the marshy lowlands of the Sellen River basin

Malaria! Leptospirosis! Bring on the swamp diseases!

Goblin Squad Member

Environmental effects and rough terrain. Sounds good to me.

Goblin Squad Member

Blaeringr wrote:
Quote:
The River Kingdoms are located in the marshy lowlands of the Sellen River basin
Malaria! Leptospirosis! Bring on the swamp diseases!

We know Ryan's not interested in making a Murder Simulator. Something tells me he's not interested in making a Dysentery Simulator, either :)

Scarab Sages Goblin Squad Member

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Nihimon wrote:

Something tells me he's not interested in making a Dysentery Simulator, either :)

It's been done

Goblin Squad Member

you know Imbicatus that was my first thought when I read Nihimon

Goblin Squad Member

If we're going to have a dysentery simulator can we include a potion stand too?

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