Goblinworks Blog: Gimme The Prize


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Goblin Squad Member

Lee Hammock wrote:
If no one deals with an escalation cycle and its home hex's strength goes over a certain threshold, that escalation cycle has "won."

I was wondering about the win-condition for escalation monsters. Now how about the win-condition tying in with for example killing x number of players boosting their strength or destroying x number of outposts? Ie more direct antagonism on local player activity (hunt and destroy behaviour)?

Goblin Squad Member

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Plague escalation cycles would be AWESOME. Those would be fun to see spread over the top of other escalation cycles too though. You could have people running around curing victims, providing needed supplies, or on the evil side just killing the infected and burning the bodies.

One thing though, as awesome as it would be to let's the paladins/clerics/druids magic away all the disease some plagues should require physical medicine. Just imagine the fun when people start trying to rob incoming medical supplies.

Goblin Squad Member

Dark Elves.... YES!!!

Goblinworks

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H2Osw wrote:
I've played other games with escalation cycles and they also sound great on paper but implementing it was kinda blah. I hope whatever goblin works has planned, it'll be dynamic.

Escalation cycles still need some polishing, but mostly implemented on the code-side. "Dynamic" is appropriately descriptive. :D

Goblin Squad Member

Thanks for hinting Paul! I share H2Osw 's sentiments that it's a system that easily sounds organic but implemented can seem like just another reduce the meter on these things to zero or until the timer runs out experience.

Goblin Squad Member

Andius wrote:

Plague escalation cycles would be AWESOME. Those would be fun to see spread over the top of other escalation cycles too though. You could have people running around curing victims, providing needed supplies, or on the evil side just killing the infected and burning the bodies.

One thing though, as awesome as it would be to let's the paladins/clerics/druids magic away all the disease some plagues should require physical medicine. Just imagine the fun when people start trying to rob incoming medical supplies.

Could be one of those nice little thing they have lined up for large settlements and nations.

Goblinworks

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CaptnB wrote:
Since escalations spread to neighboring hexes, can two different cycles overlap in the same hex?

At present no. Only one escalation-enemy can control a hex at once. It's an interesting idea, but raises its own complications. What we do have is when two different escalation-enemies control adjacent hexes, the server calculates the strength math differently than when the borders are "unopposed". It's nothing you can see, but there is "interaction" of a sort.

AvenaOats wrote:
Thanks for hinting Paul! I share H2Osw 's sentiments that it's a system that easily sounds organic but implemented can seem like just another reduce the meter on these things to zero or until the timer runs out experience.

I think that once rewards get implemented, your concerns will be addressed. Also, your player-enemies will not cooperate with you to min/max things to your benefit.

Goblin Squad Member

PaulGilmore wrote:
CaptnB wrote:
Since escalations spread to neighboring hexes, can two different cycles overlap in the same hex?

At present no. Only one escalation-enemy can control a hex at once. It's an interesting idea, but raises its own complications. What we do have is when two different escalation-enemies control adjacent hexes, the server calculates the strength math differently than when the borders are "unopposed". It's nothing you can see, but there is "interaction" of a sort.

AvenaOats wrote:
Thanks for hinting Paul! I share H2Osw 's sentiments that it's a system that easily sounds organic but implemented can seem like just another reduce the meter on these things to zero or until the timer runs out experience.
I think that once rewards get implemented, your concerns will be addressed. Also, your player-enemies will not cooperate with you to min/max things to your benefit.

Maybe somewhere down the road, two escalations might clash against each other. Perhaps one goblin tribe from the west and another from the east collide together as they try to take over the same adjacent hex. Then us players can wade in and there will be a three way battle going on. Just sounds fun.

At the same time, the two escalations might even join forces if they are compatible.

Goblin Squad Member

Can we funnel an escalation towards a neighboring settlement?

Goblin Squad Member

That was part of the original idea, there will be escalations around you that you will have will have to quell and there are escalations around other settlements that you could either help quell or perform functions to get them more riled up so the are more aggressive towards the settlement, depending on your relation to that settlement.

Goblin Squad Member

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Andius wrote:

Plague escalation cycles would be AWESOME. Those would be fun to see spread over the top of other escalation cycles too though. You could have people running around curing victims, providing needed supplies, or on the evil side just killing the infected and burning the bodies.

One thing though, as awesome as it would be to let's the paladins/clerics/druids magic away all the disease some plagues should require physical medicine. Just imagine the fun when people start trying to rob incoming medical supplies.

Perhaps that would not be necessary. The Curse of the Crimson Throne AP, had a plague running rampant through a city with access to Clerical healing. This is because healing magic only has a set amount of uses per day, which can easily be outpaced by an aggressive contagious disease.

Goblin Squad Member

To expand on that Remove Disease in tabletop is a 3rd level spell, so you won't have more than a handful of people in a small city who can cast it to begin with (vast majority of populations are assumed to be <4th level, and those with divine casting abilities are a small subset of the population) and most people can't afford the steep 150 GP cost of such a spellcast. Add on top of that the fact that a cast of Remove Disease doesn't prevent reinfection, and it's very plausible that a plague outbreak could occur.

This is of course all based on TT mechanics; typically in MMO's you can remove diseases considerably more frequently, as they are just treated like another debuff.

CTO, Goblinworks

Nihimon wrote:

"!Don't put everything in global" - that really should have a few more exclamation marks, and maybe some underlining :)

Hehe, that's good advice in general! :-)

But actually, these are notes about coordinate systems. Our world is so large that we have several coordinate systems to worry about. What this sentence really means is "Don't put everything in global coordinates."

CTO, Goblinworks

Pax Rafkin wrote:
Can we funnel an escalation towards a neighboring settlement?

Yes. You can even get an escalation started with that intent in the first place.

CTO, Goblinworks

leperkhaun wrote:

Things that make me happy.

Alpha server rack. Probably not where its going to stay, but cable management and having everything organized even when its in a temp location. You can tell a lot about a maintenance crew from things like that.

Now i have to watch the video but I just wanted to say that.

Thanks!

We also did it to get an idea of what the cable management for the production racks will look like. Our biggest takeaway is that we're not totally happy with the cable management yet. We don't have any space in the side of the rack to handle extra cable loops :-(. Our solution is probably to get more horizontal cable panels and go more precise with our patch cables. Instead of 3' and 6' cables, get everything in one foot increments.

As an aside, the basic 'block' of production servers will be 3 of these C5000 cloud chassis, with 36 individual servers. We'll tend to wire those up with a few R520's and switches, and then expand one block at a time. I'm looking forward to seeing how the servers handle Alpha!

Goblin Squad Member

Mark Kalmes wrote:
Nihimon wrote:
"!Don't put everything in global" - that really should have a few more exclamation marks, and maybe some underlining :)

Hehe, that's good advice in general! :-)

But actually, these are notes about coordinate systems. Our world is so large that we have several coordinate systems to worry about. What this sentence really means is "Don't put everything in global coordinates."

Thanks for the peek inside. I actually had a feeling it was more complicated than it appeared at first blush, but I couldn't resist :)

Goblin Squad Member

Mark Kalmes wrote:
I'm looking forward to seeing how the servers handle Alpha!

You're not the only one :)

Goblin Squad Member

How will the paladin's abilities like smite work with a numeric value for good to evil, will it scale with their evilness doing more damage to and providing more protection from those who are maxed out evil or will it be a set transition where there evil is or isn't high enough to be smote.
Also related, will detect evil and detect alignment effects show the values on the good-evil, law-chaos axis's or just a flat descriptor, e.g. evil-good +100 or just Lawful Good.
If it's a flat descriptor what are the likely boundaries going to be and can i commit evil acts and stay good but stop short of the change to neutral then go and do good acts to balance it out.

Goblin Squad Member

Another separate bunch of questions, is the disguise skill going to be implemented, can I disguise myself as someone else.
Could I disguise myself as a bandit and rob people then ditch the disguise and lose my criminal flag but only lose the criminal flag if they didn't see through my disguise.

Will the bluff skill be implemented, for example to attempt to lie my way into a settlement past NPC guards that would otherwise deny me access or distraction for sneak attack.

Can we intimidate monsters to leave them shaken in combat or scare them off or perhaps bully them into raiding settlements and out post for us.

Can we use Diplomacy to lower the cost of peasant labor such as in a mining operation or use it to make intelligent monsters less hostile and open to negotiation instead of fighting them e.g. write up a peace agreement with the necromancers that popped up last escalation cycle, turns into an NPC village (because evil players might like to go and hire necromancers, skeletons might work for less than peasants).

Goblin Squad Member

The complexity and possibilities of this user created world are very exciting.
Let me paint a picture, what I hope the game turns into later in it's development after a few years of the developers giving us more tools to work with in the game.

Wondering out deep into wilderness as your tyrannical villain character you lord over a group of whipped and scared goblins to run your mischief for you; you begin speeding up the escalation cycle with your great renown as it draws in more monsters for you to lord over and soon other players join.
A monster settlement is born, run by cruel player overlords. Self Proclaimed King of the Goblins adopts the other players as his lieutenants, lackeys, slave drivers and other assorted minions.

Eventually you'll create a larger domain if you can gather enough monster settlements into a kingdom. Those players who've had a character rule over part of a monster Kingdom for long enough unlock the ability to create a Monster character from that kingdom (a goblin if you rule over goblins, a skeleton if you rule over undead etc), kind of like a prestige base class, the same way you build your way up through the social structure to being able to use the nobility and royalty classes.

Goblin Squad Member

Mafoon, there's a particular thread on the boards to submit questions to the developers. :)

Goblinworks Executive Founder

Mafoon wrote:

The complexity and possibilities of this user created world are very exciting.

Let me paint a picture, what I hope the game turns into later in it's development after a few years of the developers giving us more tools to work with in the game.

Wondering out deep into wilderness as your tyrannical villain character you lord over a group of whipped and scared goblins to run your mischief for you; you begin speeding up the escalation cycle with your great renown as it draws in more monsters for you to lord over and soon other players join.
A monster settlement is born, run by cruel player overlords. Self Proclaimed King of the Goblins adopts the other players as his lieutenants, lackeys, slave drivers and other assorted minions.

Eventually you'll create a larger domain if you can gather enough monster settlements into a kingdom. Those players who've had a character rule over part of a monster Kingdom for long enough unlock the ability to create a Monster character from that kingdom (a goblin if you rule over goblins, a skeleton if you rule over undead etc), kind of like a prestige base class, the same way you build your way up through the social structure to being able to use the nobility and royalty classes.

In this game that you are imagining, what keeps PC goblins from living in the same settlements as PC elves and humans, in the same way that humans and elves seem to be able to live in (and even rule!) settlements with PC goblins?

Goblin Squad Member

Ok that server rack is just way, way too neat and organized for a real server room. You guys staged that right?

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