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Goblin Squad Member

I think we've given them enough questions for every months up to EE by now. XD

Goblin Squad Member

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I have some questions about the backend/servers:

Will the server(farm) be(or stay) located on the premisses of Paizo near Seattle?

I understand that Unity is great Client software, but that it does not provide any serious backend Server-code and that this usually has to be coded from scratch: did you hit any roadblocks or do you expect to? (I noticed there is still an opening for a server tools programmer).

Since PFO will be a single world, could you tell us a bit about the technical aspects of how such a serverfarm would work, and can you guys use existing examples of this (like how Eve is doing it for instance) or do you have to create a unique, customized serversetup for PFO?

Are you guys fully prepared for all the technical difficulties you may encounter with such an innovative approach? :D That was a rethoric question but still, I can imagine the worries.

Goblin Squad Member

Will PCs be able to enter a state of war with NPC settlements and alliances (other than the starting areas of course), and vice versa? Will we be able to expect random "settlement escalations" and have NPC-raised armies marching in to conquer a PC territory?

Goblin Squad Member

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I haven't been able to post my questions due to work/family issues, but if I have a chance tonight I will do so. My question will be related to the subjects of MVP, communication of the GWs design/goal/intent about PFO for the MMO gaming community, how to communicate information to new players (as recent events have shown how hard that currently is), how GW will market the game, how the Crowdforging process will work, how GW will be working with the PFO gaming community (to develop the right culture) and to share knowledge/wiki/fan sites, and how to teach new to MMO players to learn about this game and enjoy it.

basically everything that has NOT been asked in detail be fellow posters before me. :)

Goblinworks Lead Game Designer

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Just to clarify, we will be working through these questions over the course of many months; there is no feasible way to hit them all and still continue working on the game. Also the best chance for you to get a question answered is to have several questions around a central theme. For example, this week we are doing an answer to the very first reply to my post as it asks several things about the same subject (divine magic). Those we can effectively answer and give enough hooks to put some good meaty answers on. Posting thirty questions on different topics does not give us enough hooks to answer any one question, so it they will have to wait until we do a lightning round.

Goblin Squad Member

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Lee Hammock wrote:
Just to clarify, we will be working through these questions over the course of many months; there is no feasible way to hit them all and still continue working on the game. Also the best chance for you to get a question answered is to have several questions around a central theme. For example, this week we are doing an answer to the very first reply to my post as it asks several things about the same subject (divine magic). Those we can effectively answer and give enough hooks to put some good meaty answers on. Posting thirty questions on different topics does not give us enough hooks to answer any one question, so it they will have to wait until we do a lightning round.

Plus the first reply to your post was obviously the work of an unrecognized genius.

Goblin Squad Member

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Did you take that narcissism test and score above a 20 perchance?

Goblin Squad Member

Do you like dogs?

Goblin Squad Member

Will prestige classes like the Mystic Theurge be introduced at some point.


I've re-sorted my earlier post to make it more convenient. I figured I should at least go through the motions--better late than never, right?

New questions are bolded.

Escalation Cycles:

What types of Escalation Cycles do you plan to include by Open Release?

How do you envision a settlement allying with an Escalation Cycle to work, if it will at all? Can Companies or Parties take a Cycle's side? Even if the Cycle is, say, goblins, or demons? Or, let's just be nuts here, kobolds?

How long will it take for an escalation cycle to start wreaking havoc? Is there a way to influence its shenanigans?

Character/Equipment Variety:
Will there be an option for clerics of gods not explicitly included (Empyrael Lords, Groetus, etc.) to leave their worship ambiguous, or will they be pigeonholed into more ordinary worship?

Will all the weapons in the Core Rulebook be eventually included? How many do you plan to be included by the end of EE?

What's the word on ingame bios (the sort you can mouse over)? Will they be available?

How common will it be to see a unique player-crafted weapon? Can you name an item you own, or create?

Annoying Joke Questions:
Do you wanna build a snowman?
C'mon, let's go and play!
I never see you anymore
Come out the door
It's like you've gone away!

Which of the three NPC settlements will be the thriving kobold metropolis?

If a paladin falls in a forest, does he make a sound?

Why are you still reading this inanity when you could be working on adding the seven hundred kobold drinking songs to the game's soundtrack?

Goblin Squad Member

Based on the video that discussed divine casting and injury points:

How will death and respawning work? How does death and respawning affect hit points, injury, stamina, and power; are any of these regained upon respawning; are some worsened?


Oh, another question I just thought of about Ranged Combat:
How far will ranged attacks/spells go? Will it be possible to pick off attackers from a distance with fireballs/arrows before they get to you? How about with siege weapons?

Goblin Squad Member

Ravening wrote:
Will prestige classes like the Mystic Theurge be introduced at some point.

I think not, as PFO is a class-less system.

...

No Classes: Unlike other games that give you a narrow range of abilities as you train your class, in Pathfinder Online you gain levels in different Roles based off what you have trained.
.....


PFO could incorporate the prestige classes as feats, though, which I expect is what Ravening means.

Goblin Squad Member

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I'd like to know how many Characters we'll be allowed to make and train during Early Enrollment?

Goblin Squad Member

RHMG Animator wrote:
Ravening wrote:
Will prestige classes like the Mystic Theurge be introduced at some point.

I think not, as PFO is a class-less system.

...

No Classes: Unlike other games that give you a narrow range of abilities as you train your class, in Pathfinder Online you gain levels in different Roles based off what you have trained.
.....

To expand on this:

A Theurge is already possible; you just train both wizard and cleric. Pow, done. You can switch implements and/or weapons to access abilities and spells from either class. The disadvantage here is both that you won't have the dedication bonus in both your classes, and that you'll take longer to get to an advanced level of training.

It would be cool for them to add hybrid weapons or implements so that you can use two classes' abilities at the same time. As an example, maybe enchanting a weapon with the holy enchantment causes it to replace half its attacks with equivalent cleric attacks. Maybe there's spellbooks which also act as holy symbols for clerics of Nethys. Perhaps if you use daggers you can access your melee fighter training and your ranged fighter training, but do less damage and have less range. And so on.

Goblin Squad Member

Right, questions thread should have only questions, sorry. >_>

A while back Tork mentioned a Marshall system which would give players the opportunity to act as law enforcement officers for their settlement. Has that idea been expanded on more? What allows a player to become a Marshall, and what can a Marshall do?

Goblin Squad Member

Lee Hammock wrote:
We are going to solicit your questions here on the forums in this thread.

Which came first: The Company or the Settlement?

Goblin Squad Member

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I would like to request the present thinking on
Character Role Transition from EE to OE
There has been some discussion regarding training in multiple rolls in EE to simulate the role which a player really wants to play but can not until it is available in OE. It is clear that we will not able to reset existing characters to newly released roles in OE. Ryan has indicated (but I can't find the quote) that the skill trees for the OE released characters may not match skills and feats trained for in EE if the player wants to effectively train in the new roles when released.
1) Will the anticipated Core/Active alignment structure make it possible for a player to re-align an existing character if the player wants to train that character in a new alignment restricted role after the role is released?
2) Is it better (if the player wishes to retrain an existing character) to start the character in the alignment anticipated for the yet to be released roles?
3) Would it be possible for EE players (identified in some mystic manor) who have planned to play the OE released new roles to become the new roles early to a) test the role, and/or b) build a PC based training facility for the new roles when the role is released?
4) If the new roles do not have skill trees that translate well from an EE character multi-role build, and the player begins training that character in the new role in OE, how will that character be balanced against characters that begin training at the same time with a new character when that role is released in OE?
5) If a player has a favorite character they wish to play as one of the new roles, and it is not really feasible to multi-role hat character in EE, will the player be able to delay selecting their Main and Destiny's Twin until OE if they want to wait?

Goblin Squad Member

Harad Navar wrote:

I would like to request the present thinking on

Character Role Transition from EE to OE
There has been some discussion regarding training in multiple rolls in EE to simulate the role which a player really wants to play but can not until it is available in OE. It is clear that we will not able to reset existing characters to newly released roles in OE. Ryan has indicated (but I can't find the quote) that the skill trees for the OE released characters may not match skills and feats trained for in EE if the player wants to effectively train in the new roles when released.
1) Will the anticipated Core/Active alignment structure make it possible for a player to re-align an existing character if the player wants to train that character in a new alignment restricted role after the role is released?
2) Is it better (if the player wishes to retrain an existing character) to start the character in the alignment anticipated for the yet to be released roles?
3) Would it be possible for EE players (identified in some mystic manor) who have planned to play the OE released new roles to become the new roles early to a) test the role, and/or b) build a PC based training facility for the new roles when the role is released?
4) If the new roles do not have skill trees that translate well from an EE character multi-role build, and the player begins training that character in the new role in OE, how will that character be balanced against characters that begin training at the same time with a new character when that role is released in OE?
5) If a player has a favorite character they wish to play as one of the new roles, and it is not really feasible to multi-role hat character in EE, will the player be able to...

I would like to second those questions. This needs to be answered before EE, as it can and will be supremely game-changing for some people (like myself)

Goblin Squad Member

What is the preliminary roadmap for Early Enrollment? Will we start with a few factions and the ability to form Venture Companies? Will factions be pulled from Pathfinder lore? Can we declare feuds to start off? Will Reputation be in effect from the beginning? Is there a tentative outline for the introduction of structures? Will a videoblog cover caravans before Nihimon et. al. and Bluddwolf & Co. strangle each other?

Goblin Squad Member

@Sepherum

read those dev blogs brother

Some might not be relevant to modern mechanics, but I think most are

Goblin Squad Member

Sepherum wrote:
Will a videoblog cover caravans before Nihimon et. al. and Bluddwolf & Co. strangle each other?

To be fair, there are quite a few members of UNC that I admire. Sintaqx and "The Goodfellow" jump to mind, but I'm sure there are others.

Goblin Squad Member

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BrotherZael wrote:

@Sepherum

read those dev blogs brother

Some might not be relevant to modern mechanics, but I think most are

I'm asking in what order they (tentatively) plan on implementing mechanics. For instance, they have said what will be in the MVP, but not whether rep will be there day one or how pvp is structured at the beginning.

Goblin Squad Member

Nihimon wrote:
Sepherum wrote:
Will a videoblog cover caravans before Nihimon et. al. and Bluddwolf & Co. strangle each other?
To be fair, there are quite a few members of UNC that I admire. Sintaqx and "The Goodfellow" jump to mind, but I'm sure there are others.

Kinda joking, Bro. I just want to hear about caravans and how far along structures will be when they are introduced, actually.

Goblin Squad Member

@Sepherum

Ah ok. That is a very good question. Hope they discuss it soon.

Scarab Sages Goblin Squad Member

1) When will more information on the Add-Ons be available?

2) Several give low level gear and equipment (class pack, player pack, alliance pack), will these be ready for EE?

3) Alliance trait pack gives you increased ranking and membership in that alliance/faction, when will we get the specifics of these and will they be in EE ?

4) Will there be any way to change the character they are attached to if there is a significant change or more information develops that makes the alliance pack not compatible with the character ?

Goblin Squad Member

Harad Navar wrote:
...the skill trees for the OE released characters may not match skills and feats trained for in EE...

But, I believe, there'll be nothing restricting you from learning whatever you need to learn to set yourself up in your new role. I've heard nothing that says something like "once you learn to use a sword, you can't learn to use a spell".

On the contrary, we've got, just from yesterday (in the Thunderstrike thread), Nightdrifter pointing out that you can learn both Priest and Mage spells, and Ryan agreeing in boldface. One may not be able to effectively prep *perfectly* for something not yet released, but, as someone pointed out many threads ago, you can train "increased hit points" before, say, Druids are out, without hurting yourself in any possible way.

Goblin Squad Member

In a party, how many members have to have the SAD skill trained and slotted?

When viewing a character, can one tell the number of individuals in his/her party or if that member is in a party at all?

Does stealth interfere with party membership detection?

A while back, Stephen had mentioned other outlawry skills that he was thinking of, any details on what those might be?

Grand Lodge Goblin Squad Member

Any possibility of unarmed combat, or at least using just hand-wraps for the purpose of itemization?

Goblin Squad Member

Could be get a break down of just what negative and positive modifiers necromancy and slavery may provide?

Goblin Squad Member

Lee Hammock wrote:
As we get closer to Alpha and Early Enrollment we're narrowing our focus on game design topics towards the systems that will be ready as each of those phases begins.
Lee Hammock wrote:
Also the best chance for you to get a question answered is to have several questions around a central theme.

Recap for best results.

Goblin Squad Member

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Pax Shane Gifford wrote:


...

To expand on this:

A Theurge is already possible; you just train both wizard and cleric. Pow, done. You can switch implements and/or weapons to access abilities and spells from either class. The disadvantage here is both that you won't have the dedication bonus in both your classes, and that you'll take longer to get to an advanced level of training.

It would be cool for them to add hybrid weapons or implements so that you can use two classes' abilities at the same time. As an example, maybe enchanting a weapon with the holy enchantment causes it to replace half its attacks with equivalent cleric attacks. Maybe there's spellbooks which also act as holy symbols for clerics of Nethys. Perhaps if you use daggers you can access your melee fighter training and your ranged fighter training, but do less damage and have less range. And so on.

The above is true in TT. There is no need for a Mystic Theurge prestige class because characters can gain levels in both Cleric & Wizard. However, most would rather have the ability to advance in spellcasting in two classes while giving up some of the abilities of the two base classes. It's a trade-off.

So yes, I could train Wizard and Cleric separately and in 2.5 years be the equivalent of Cleric 10 / Wizard 10. But I'd rather have access to the Mystic Theurge prestige class and be Cleric 3 / Wizard 7 / Mystic Theurge 10. By doing this I would still be behind in skills of a pure level 20 characters, and still have the challenge of deciding what load-out of implements, skills and items to use for a particular encounter. The object is versatility.

I'm hopeful that Goblinworks will release the core classes and 'core' prestige classes. But I thought it prudent to ask anyway, as this will affect how I design my starting character.

Disclaimer: I'm aware the terms classes, levels and prestige classes don't perfect reflect the current game design. I'm using these terms for ease of reference, and not because I'm clueless about the blogs.

Goblin Squad Member

EDIT addition:

Will actual rules be published (subject to future revision)? When? Before EE?

end EDIT

out of thread comment::

For those not familiar with Master Theurge,after separately gaining level 2 spell level in divine and arcane (e.g. cleric 3/ Mage 3, a level of Master Theurge increases casting skill in both by 1 level. So the

Ravening wrote:
Cleric 3 / Wizard 7 / Mystic Theurge 10.

would have spell ability as Cleric (13)/Wizard (17). Master Theurge does not gain the feats or increase energy channeling.

In TT this does balance because the top level spells in either class are 1.5 level below a pure class and there are significantly fewer high level spells. That Cleric 3 / Wizard 7 / Mystic Theurge 10. will have 1 7th level cleric spell (no 8 or 9) and 2 9th wizard (and required wisdom minimum of 17 and intelligence of 19) vs pure wizard 20 casting 4 9th level spells (and requiring only the Intelligence 19).

For this prestige to be in PfO, once minimum conditions are achieved, the skill gains are doubled. I am not sure that GW wants to create methods of getting extra skill/trining beyond the monthly max.

Edit add thread appropriate content.

Goblin Squad Member

Lam wrote:

...

For this prestige to be in PfO, once minimum conditions are achieved, the skill gains are doubled. I am not sure that GW wants to create methods of getting extra skill/training beyond the monthly max.

Good point. all depends on the execution.

One reason I ask about this prestige class (self-serving desire aside) is because it was part of DnD 3.5 OGL and was one of the prestige classes that first appeared in Pathfinder when they went on to enhance 3.5 DnD.

Goblin Squad Member

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Background interesting reading from reddit on archery:

How hard was it to supply arrows to archers in ancient battles?

TIL a man named Lars Andersen has rediscovered an ancient form of archery that allows him to loose 10 arrows in 4.9 seconds, while it takes others 13-35 seconds. He is even faster than the fictional archer Legolas in the Lord of the Rings series.

Previously on Archery:

Lee Hammock wrote:

We are looking at a system where ranged attacks consume ammunition, and ammunition is stored in a container that is effectively your off-hand when using that ranged weapon. For example, if you equip a long bow, you equip a quiver in your off hand. It has so many arrows in it, and better quivers hold more arrows. If your quiver runs out of arrows you have to refill it from your inventory, but doing so mid battle is difficult. Some special abilities can be learned to reload ammunition holders, or you can get off the field, take cover, and refill your ammunition holder. In a way it is a parallel to a wizard or cleric using spells: if they run out they can try and use a refresh to get more, but doing so mid battle is tough.

Ammunition does cost money, and better ammunition costs more money, but not so much to be debilitating. Getting money to keep yourself in arrows is not difficult.

Questions on Archery in PFO:

1. Will we see archery combat in the next video?
2. Will the manufacture of arrows (fletching/fletchers) be an important crafting skill (see the interesting reddit history of fletching during the 100 years war)?
3. Is the ammunition concept of archery still planned?
4. Does the link to rapid firing (by holding arrows in the hand) inspire a type of skill-training for archery?
5. Any further information on target selection/priority and/or range; for example would height act as a positive modifier for archers? I think that was mentioned about sieges?
6. Any plans on cover modifiers?
7. What sort of keywords will be associated with bows/arrows?
8. Can you feed Nightdrifter some numbers on archery...

Goblin Squad Member

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maxing "a class" will take aproximatly 2.5 years.

in regards to crafting what would be "a class"?

for example:

-smith(able to craft all that is metal)
-armor smith(able to craft all metal armors)
-chain armor smith( ...)

or something completly different.

Goblin Squad Member

Question on variables in the combat system:

1- will there be special attacks that target injury meter directly (doing low or no hitpoints damage).
2- will there be special attacks that target stamina directly (staggering/stunning)
3- will there be special defense against such attacks? Will stats matter?

4- will melee weapons have different reach?
5- will slash/pierce/bludgeon be weapon keywords? Will they be meaningful? Will there be different defences (incl armor keywords) against different weapon damage types?

6- will uncanny dodge be implemented (ie immunity to flanking/unaware bonus even if not targeting the attacker)?

7- will hard cover and soft cover be implemented for archery/melee/spells? (how?)
8- will it be harder for archers to hit a running target?

Question on class Key Objects

10- feeling that classes/roles now are defined by the Key objects wielded, umm... what exactly is a Key object? Spellbooks, rogue utility belts and barbarian throphy charms? Or staff, dagger and greataxe? Can one fighter have sword and shield and his KOs while another has a greatsword and a talisman?

11- is the goal to eventually give Key objects for every conceivable niche, or do you want to force 'meaningful choice' by limiting the types of Key objects?
11- Will we eventually be allowed to craft our own customizable Key objects?

12- Does "You can have two Key Objects equipped, and you can switch between them instantly" mean switching only between those two equipped? (if so, will it be hard to replace on of them?) Does it really mean 'instantly' as in between two attacks mid-combat?

Goblin Squad Member

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Is the role of Aristocrat still being considered as an early EE role to be introduced? Could you elaborate on some specific examples of what the role may entail as part of active play and thus the skills they may be taking to help them do these jobs?

Current discussions have mentioned that they can provide a number of leadership oriented benefits, but how do they provide them? I imagine it is not just from their sheer presence and fanciful wardrobe.

Goblin Squad Member

If we want to play more than one Character (not a Destiny's Twin) during Early Enrollment, do we have to use additional Accounts? Or will we be able to make additional Characters on our Main Account?

(I know this is a little like a prior question)

Goblin Squad Member

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Nihimon wrote:

If we want to play more than one Character (not a Destiny's Twin) during Early Enrollment, do we have to use additional Accounts? Or will we be able to make additional Characters on our Main Account?

(I know this is a little like a prior question)

Yes Please, I would love to know the answer to this as well. I would like to be able to try out all the different character types to get a feel for the game.

Goblin Squad Member

I think Goblin Work should have a Wiki up before EE giving details about each Race, Class/Skill-Tree, perks, traits, NPC settlements, items .... etc.
So we get an idea of what to take to make our character concept.

Goblin Squad Member

Lemahu wrote:
Nihimon wrote:

If we want to play more than one Character (not a Destiny's Twin) during Early Enrollment, do we have to use additional Accounts? Or will we be able to make additional Characters on our Main Account?

(I know this is a little like a prior question)

Yes Please, I would love to know the answer to this as well. I would like to be able to try out all the different character types to get a feel for the game.

My personal advice for this particular poster; there's no reason to make a whole bunch of characters to try everything, due to the restrictions on training by time. Just get the basic training for a bunch of roles on your main, try them out, and decide on what you want to do; having the extra skills trained will not hurt your character.

Goblin Squad Member

Pax Shane Gifford wrote:
Lemahu wrote:
Nihimon wrote:

If we want to play more than one Character (not a Destiny's Twin) during Early Enrollment, do we have to use additional Accounts? Or will we be able to make additional Characters on our Main Account?

(I know this is a little like a prior question)

Yes Please, I would love to know the answer to this as well. I would like to be able to try out all the different character types to get a feel for the game.
My personal advice for this particular poster; there's no reason to make a whole bunch of characters to try everything, due to the restrictions on training by time. Just get the basic training for a bunch of roles on your main, try them out, and decide on what you want to do; having the extra skills trained will not hurt your character.

That's my question though. If the character earns XP over time and you simply have to go out and earn the achievements or merit badges to actually unlock the skills your working on then how would that work if we have two or three different characters.

I would love to have a Cleric, A wizard and when they release it I will build a Druid.

I understand that you can have a character train in many things but I don't necessarily want my Cleric to be a Wizard as well as a Druid mix that blends together. I would want different characters that focus on different things.

This is PFO not Skyrim...

Goblin Squad Member

To have multiple characters, presumably on-par experience-wise, one simply pays multiple fees for their training time, or evenly splits whatever training time one pays for. Each character needs to earn the badges and achievements needed to advance what that character wants, while spending the XP earned by that character's fees.

I'm not sure many folks here are yet thinking about PFO not being Skyrim, when we're interested in getting in-game and exploring what we're going to help build. I'm already trying to figure out what time I can give my Twin, for example, given that I'll find it hard to put away my main when he can do anything and everything he wants.

Goblin Squad Member

Lemahu wrote:

That's my question though. If the character earns XP over time and you simply have to go out and earn the achievements or merit badges to actually unlock the skills your working on then how would that work if we have two or three different characters.

I would love to have a Cleric, A wizard and when they release it I will build a Druid.

I understand that you can have a character train in many things but I don't necessarily want my Cleric to be a Wizard as well as a Druid mix that blends together. I would want different characters that focus on different things.

This is PFO not Skyrim...

By the way, not sure how long you've been here but as this is my first conversation with you, welcome to the discussion. :)

As Jazzlvrazz stated, you'll have to pay for one more subscription if you want to have 3 characters training like that (as your account will have Destiny's Twin, which is 1 less sub you have to pay for an alt).

The way the system would work for multiple characters is exactly as it would work for one character; you earn experience over time, you work on each character to earn the merit badges needed for advancement, then you advance their skills. Obviously, the more characters you add on that are training simultaneously, the more time you have to spend earning merit badges instead of actually putting the characters' skills to use.

In my opinion, the only reason you would want to train up 3 characters at a time is if you want to quickly gain certain skills simultaneously (speaking to this single poster's apparent playstyle; I realize there are other uses for alts). So if you really want to have a max level Wizard and max level Cleric, both reaching max at the same time, instead of training up one then the other.

Why specifically do you want different characters to focus on different areas of training? Is it that it doesn't mesh with your concept for your characters to have someone with many types of training, or is it something else?

I'm also curious what you meant by "This is PFO not Skyrim..." What's your implication there?

Goblin Squad Member

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Where is the server being hosted?

Also

Do you guys plan on using any external apps to manage characters? For example being able to purchase and queue skills without having to boot up the game.

Goblin Squad Member

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It has probably been asked already, but I will show interest in this anyway, in the hope of a blog answer:

How, if at all, will prestige classed be involved? Will some of the unique to some prestige classed be present, such as the arcane trickster's ability to disable traps from afar? If prestige classes are not present, will there be other features that would make cross-role characters (such as wizard-warrior) viable?


Ok, seeing as this game is trying to be close to the original tabletop pathfinder game, I have a some very important questions that games like nethack have had problems fixing (and decided to leave out, and that's why its so combat oriented.)

  • How will Dominate Person and magic jar(which is necromancy, but still) spells work, especially in PVP? If you decide to remove those spells, how will you handle both the enchantment spells powers to make it on-par with other spells, and how will you handle the rage of several enchanter wizard fans?
  • Can you tie people up, use bind soul, grapple, etc, if so, won't people just go offline from waiting for so long for a rescue?
  • Seeing as you've made this a non-turn based game because this is an MMO(don't want to wait 5,779,031 turns, excluding the incapacitated and paralyzed people.),how will you balance characters that are based on speed, with other characters? by level 20 you'd probably have the ability to do actions quicker than your keyboard can handle, or non-speed-oriented-characters/low-levelled-characters will have to be EXETREMELY slow so the level 20 speedy characters can have reasonable-difficulty gameplay?
  • How will roleplaying affect this game, will it be like WoW, or will it actually have an impact on the game?
  • If you have more than one character (and you have the same problem as the first or second question), would metagaming be a problem because puzzles will be easy if you memorise them, and you'll know the weakness of the enemies inside, making it easy for you to rescue yourself?

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