
Amaziah Hadithi |

Our CG may not approve of me raising the dead, but we share a disdain for slavery. There will be points of contention, and I'm sure there will be arguments, that should be interesting. But our shared contempt for Law should be enough to keep us together as a settlement.
I don't think the CG group is really thinking things through on how running with certain groups will affect them. From reputation, to rp, to the in game alignment system and where they can train. The evil guys will be fine, but the CG group might end up being outcasts. Especially to those other CG and NG groups that they may want as friends or trading partners. It will be hard to not just put everyone in the same bucket instead of risking dealing with spies or those who are there as just a front for the CE group to come get you later. Trust me this won't be as easy as you guys think.
Its like the old expression "If you sleep with dogs you wake up with fleas"
Either way I honestly wish you guys luck. I'm glad to see groups as yours but with a game so focused on roleplay (and I don't mean from the in character standpoint, I mean the systems that force everyone to roleplay in the traditional sense) It will be interesting how things pan out.

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I imagine "evil" might be the purview of more than few alts. So the main crafts or harvests, generates the money, and does all the LG social stuff, then ferries arms and armour to the Eeeevil alt who then goes and rampages across the countryside before passing unlawfully obtained gains over to the goodie alt.
Straight up Chaotic Evil might also be the less committed players who just pop in to do some griefing and cause some problems. But they're not the sort who'll frequent forums and/or back the Kickstarter.

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...then ferries arms and armour to the Eeeevil alt...
It won't be a simple matter:
Trading directly with CE characters could be considered a chaotic and evil act. So doing a direct character-to-character transfer could rapidly degrade the alignment of your non-CE character.
We've had discussions in other threads about the necessity of suppressing one-shot alts; I can imagine a healthy portion of the community will want that suppression--whatever mechanism is required--high on the Crowdforging list.

Amaziah Hadithi |

Jester David wrote:...then ferries arms and armour to the Eeeevil alt...It won't be a simple matter:
Ryan Dancey wrote:Trading directly with CE characters could be considered a chaotic and evil act. So doing a direct character-to-character transfer could rapidly degrade the alignment of your non-CE character.We've had discussions in other threads about the necessity of suppressing one-shot alts; I can imagine a healthy portion of the community will want that suppression high on the Crowdforging list.
^And here we go, as I said not thinking things through
And I just got here and I get what the game is trying to achieve. If GW accomplishes -half- of what they are trying to do I can see alot of groups getting really shaken up by the reputation system.
As I've said this will be interesting

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I'm not going to run my character as stupid evil, so hopefully it won't end up being impossible to play. An obsessed character who doesn't care if he hurts people that get in his way. All that matters to him is furthering his necromancy, but that isn't to say he is unaware of consequences. Killing just for the hell of it will draw unwanted attention, and won't further his goals. But that isn't to say he doesn't enjoy killing, or raiding.

Amaziah Hadithi |

I'm not going to run my character as stupid evil, so hopefully it won't end up being impossible to play. An obsessed character who doesn't care if he hurts people that get in his way. All that matters to him is furthering his necromancy, but that isn't to say he is unaware of consequences. Killing just for the hell of it will draw unwanted attention, and won't further his goals. But that isn't to say he doesn't enjoy killing, or raiding.
You have no need to defend what you are going to be doing, and neither does the ganker players. I am happy that there are evil groups in the game and hope to see more. Hell if I could play a full blooded Orc I would certainly be going that route. I am just curious if those who are going to be playing a "good" aligned character are thinking about the ramifications of running with "evil" groups.

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Wills, you're not alone. Several of our Chaotic and Evil brethren have been explicitly thinking along those lines as well.
Many have very specifically said they're looking for players who're capable of not being Chaotic Stupid--or Lawful Stupid--and thus bringing the wrath of the game-mechanics down on the Settlement. Ryan's said Chaotic Evil, for example, will be playable, but difficult.
I look forward to seeing our friends be successful in their efforts. The game will be the better for it.

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I'm not really trying to defend myself, but rather explain what I'm trying to do. It may end up that my character won't be playable, which would be unfortunate, but I think there should be a way to play an evil character.
It is simple. Live in accord with Law and the development index of your settlement can be as high as you can manage. It is chaotic evil that is to degrade their settlement's development index, not lawful evil.

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Well, yes, according to my understanding, but opposite what you appear to think, Morbis. Lawful evil actually has an advantage over Lawful Good in terms of Unrest. If your settlement is populated with lawful good citizenry and criminal activity there avoids punishment the unrest factor heavily degrades DI. Lawful Evil, as I understand it, simply crushes unrest like the feeble liberals that they are. Sort of an Iron Boot approach. Lawful Good actually has evidence-based justice systems and the whole nine yards.

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That isn't quite true. There are negative influences on both axis', aren't there?
Unrest for good/evil, Disorder for law/chaos? Chaotic Evil is in both pits, Lawful Evil is just in one.
I think it's mostly true.
Chaotic Evil will be at a substantial mechanical disadvantage. (Their Settlements will suck)
Lawful Good will be at a substantial mechanical disadvantage. (Keeping that alignment in the face of temptation to use force to solve problems will be hard)
Lawful Evil will get all the upside of being able to use force to solve problems, and will have awesome Settlements.
Good vs. Evil is a matter of flavor for the most part; good aligned towns will have different alliance options than evil towns. So a Chaotic Good town may join a Neutral Good alliance and build an outpost for them in the settlement, unlocking Alliance gear, training, NPCs, etc. A Chaotic Evil settlement can't join that same alliance, but could join the Cult of Lamashtu. Each has different costs and benefits.
Basically law vs. chaos is a choice of playstyle; if you want to fight the man and cause trouble, Chaotic is for you. If you want your settlement to be a place you hang out but don't worry about developing while you run around and do whatever, go Chaotic. If you want your town to be the best town ever and run as efficiently as possible, go Lawful.
Lawful Good settlement with high Reputation will be very hard to maintain in that state (because they require a large number of citizens also maintaining that state), so we feel that they should gain a number of bonuses. However, those are bonuses from all three of the axes: Law vs. Chaos, Good vs. Evil, and Reputation. A settlement with two of them high will not be far behind in capabilities, it's only when you let all three drop that you become a wretched hive of scum and villainy.

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T7V Jazzlvraz wrote:Jester David wrote:...then ferries arms and armour to the Eeeevil alt...It won't be a simple matter:
Ryan Dancey wrote:Trading directly with CE characters could be considered a chaotic and evil act. So doing a direct character-to-character transfer could rapidly degrade the alignment of your non-CE character.We've had discussions in other threads about the necessity of suppressing one-shot alts; I can imagine a healthy portion of the community will want that suppression high on the Crowdforging list.^And here we go, as I said not thinking things through
And I just got here and I get what the game is trying to achieve. If GW accomplishes -half- of what they are trying to do I can see alot of groups getting really shaken up by the reputation system.
As I've said this will be interesting
There is an easy work around for that. Its a meaningless mechanic.

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Amaziah Hadithi wrote:If GW accomplishes -half- of what they are trying to do I can see alot of groups getting really shaken up by the reputation system.There is an easy work around for that. Its a meaningless mechanic.
For the benefit of those who may not have much history on these forums, it might be easy to get confused about what the developers' intent is when there are players insisting that the developers will fail at their intent.
I think it's important to understand that this is a major design goal of PFO.
... a lot of people will come to Pathfinder Online with two incorrect preconceptions about the way the game is played. Those two preconceptions are:
1: Open World PvP implies a murder simulator
2: Killing early, often, and without discrimination is the route to long-term success
These two preconceptions mutually reinforce each other. If #2 is true, #1 is inevitable. This is the trap that game after game after game fell into. (Sometimes they didn't "fall" into it as much as they embraced it as a design paradigm on purpose.)
We are going to break this pattern and we are going to redefine those preconceptions. In order to do that we must repeatedly and powerfully shock the system. One of those shocks is a negative feedback loop that links random killing to gimping character development.
(emphasis in original)

Amaziah Hadithi |

Xeen wrote:Amaziah Hadithi wrote:If GW accomplishes -half- of what they are trying to do I can see alot of groups getting really shaken up by the reputation system.There is an easy work around for that. Its a meaningless mechanic.For the benefit of those who may not have much history on these forums, it might be easy to get confused about what the developers' intent is when there are players insisting that the developers will fail at their intent.
I think it's important to understand that this is a major design goal of PFO.
(emphasis in original)... a lot of people will come to Pathfinder Online with two incorrect preconceptions about the way the game is played. Those two preconceptions are:
1: Open World PvP implies a murder simulator
2: Killing early, often, and without discrimination is the route to long-term success
These two preconceptions mutually reinforce each other. If #2 is true, #1 is inevitable. This is the trap that game after game after game fell into. (Sometimes they didn't "fall" into it as much as they embraced it as a design paradigm on purpose.)
We are going to break this pattern and we are going to redefine those preconceptions. In order to do that we must repeatedly and powerfully shock the system. One of those shocks is a negative feedback loop that links random killing to gimping character development.
I'm looking forward to seeing the system in action Ryan and crew represent the pnp end of Paizo as well so I know they won't fail at this because they know they will be getting alot of players from the pnp end who have never played an mmo but are more than familiar with the pnp game. It will be completely alien to most of them seeing groups that claim they are X but are acting Y. So they need these systems in place.
Honestly I'm plain giddy over the consequence systems of games like PO and EQN. And even more so if these systems do have work-arounds you can't beat good old classic server reputation harkening back to days of EQ1, UO and FFXI. Either way this should be fun.
And let me stress against that I am in no means against evil play. Hell I want to see it. I am just wondering if those who claim to be good understand what comes with running with outwardly evil groups/playstyles.

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Xeen wrote:Amaziah Hadithi wrote:If GW accomplishes -half- of what they are trying to do I can see alot of groups getting really shaken up by the reputation system.There is an easy work around for that. Its a meaningless mechanic.For the benefit of those who may not have much history on these forums, it might be easy to get confused about what the developers' intent is when there are players insisting that the developers will fail at their intent.
I think it's important to understand that this is a major design goal of PFO.
(emphasis in original)... a lot of people will come to Pathfinder Online with two incorrect preconceptions about the way the game is played. Those two preconceptions are:
1: Open World PvP implies a murder simulator
2: Killing early, often, and without discrimination is the route to long-term success
These two preconceptions mutually reinforce each other. If #2 is true, #1 is inevitable. This is the trap that game after game after game fell into. (Sometimes they didn't "fall" into it as much as they embraced it as a design paradigm on purpose.)
We are going to break this pattern and we are going to redefine those preconceptions. In order to do that we must repeatedly and powerfully shock the system. One of those shocks is a negative feedback loop that links random killing to gimping character development.
What does your follow up have to do with what I said, in the context I said it? Guess the context doesnt matter when you cut it off right?
What I was referring to...
Alignment shifts up to normal. Your alt, that your CE character trades to is CG. You trade to that character and it goes down some, but is still CG. The alt stands there and does nothing afterwards for several hours. The alt is back up to full points in Good.
Rinse Repeat and Done.

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What does your follow up have to do with what I said, in the context I said it? Guess the context doesnt matter when you cut it off right?
What I was referring to...
Alignment shifts up to normal. Your alt, that your CE character trades to is CG. You trade to that character and it goes down some, but is still CG. The alt stands there and does nothing afterwards for several hours. The alt is back up to full points in Good.
Rinse Repeat and Done.
That sounds like exactly what I thought you meant. Amaziah made a statement about the Reputation System, and you said that it's meaningless and easily bypassed. Your follow-up explains how it's meaningless and easily bypassed.
My post was for the benefit of posters who don't already know that UNC's stated position is that the developers will fail to accomplish their goal, because new posters might be confused into thinking that Goblinworks isn't serious about accomplishing that goal.

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Xeen wrote:What does your follow up have to do with what I said, in the context I said it? Guess the context doesnt matter when you cut it off right?
What I was referring to...
Alignment shifts up to normal. Your alt, that your CE character trades to is CG. You trade to that character and it goes down some, but is still CG. The alt stands there and does nothing afterwards for several hours. The alt is back up to full points in Good.
Rinse Repeat and Done.
That sounds like exactly what I thought you meant. Amaziah made a statement about the Reputation System, and you said that it's meaningless and easily bypassed. Your follow-up explains how it's meaningless and easily bypassed.
My post was for the benefit of posters who don't already know that UNC's stated position is that the developers will fail to accomplish their goal, because new posters might be confused into thinking that Goblinworks isn't serious about accomplishing that goal.
His statement was about alignment, this thread is about alignment.
Oh, and thank you for continuing to be yourself. You are going to drag your company and allies down with you.

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I like the idea of a majority of players starting out good... that gives room for people to morph from good to evil and vice versa. A lawful good character that frequently gets tempted to do evil will eventually become evil, even if they don't start off the game evil. 4:1 ratio really isn't a bad thing, either... the more good, the less likely someone will expect you to be bad, thus more options for mayhem.
Just my opinion. Take it or leave it.

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I like the idea of a majority of players starting out good... that gives room for people to morph from good to evil and vice versa. A lawful good character that frequently gets tempted to do evil will eventually become evil, even if they don't start off the game evil. 4:1 ratio really isn't a bad thing, either... the more good, the less likely someone will expect you to be bad, thus more options for mayhem.
Just my opinion. Take it or leave it.
Makes good points, and keeps beer cold. I salute you!

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Xeen wrote:Amaziah Hadithi wrote:If GW accomplishes -half- of what they are trying to do I can see alot of groups getting really shaken up by the reputation system.There is an easy work around for that. Its a meaningless mechanic.For the benefit of those who may not have much history on these forums, it might be easy to get confused about what the developers' intent is when there are players insisting that the developers will fail at their intent.
I think it's important to understand that this is a major design goal of PFO.
(emphasis in original)... a lot of people will come to Pathfinder Online with two incorrect preconceptions about the way the game is played. Those two preconceptions are:
1: Open World PvP implies a murder simulator
2: Killing early, often, and without discrimination is the route to long-term success
These two preconceptions mutually reinforce each other. If #2 is true, #1 is inevitable. This is the trap that game after game after game fell into. (Sometimes they didn't "fall" into it as much as they embraced it as a design paradigm on purpose.)
We are going to break this pattern and we are going to redefine those preconceptions. In order to do that we must repeatedly and powerfully shock the system. One of those shocks is a negative feedback loop that links random killing to gimping character development.
You are not including Stephen Cheney's clarification to what Ryan had written, reading Chaotic + Evil will suck, post modification: Chaotic + Evil + Low Rep = Will Suck.
If Ryan is still holding to C+ E must suck, then it is not an issue that we think his intent "will fail", we believe his intent "should fail".

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Nihimon wrote:...His statement was about alignment, this thread is about alignment.
Oh, and thank you for continuing to be yourself. You are going to drag your company and allies down with you.
Really?
Amaziah Hadithi wrote:There is an easy work around for that. Its a meaningless mechanic.^And here we go, as I said not thinking things through
And I just got here and I get what the game is trying to achieve. If GW accomplishes -half- of what they are trying to do I can see alot of groups getting really shaken up by the reputation system.
As I've said this will be interesting
I trim quotes to be concise, not to deceive. And as much as I enjoy our little talks, I'm not really trying to convince you of anything. I gave up on that long, long ago.

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You are not including Stephen Cheney's clarification to what Ryan had written, reading Chaotic + Evil will suck, post modification: Chaotic + Evil + Low Rep = Will Suck.
If Ryan is still holding to C+ E must suck, then it is not an issue that we think his intent "will fail", we believe his intent "should fail".
Again, I hope folks who've heard this before understand I'm only doing this because there are a lot of new posters on the forums, and trying to provide helpful information is simply what I do.
Is this the "clarification" from Stephen Cheney that you were talking about?
There's been no change on this front from what we've told you about alignment and rep previously. That is, we expect the majority of CE characters to also have very low reputation, because ganking lowers all three axes. So Ryan's shorthand is "CE will suck," because we genuinely believe that there won't be very many CE players that maintain high reputation.

Kobold Catgirl |

Something I've noticed is how everybody's going for Neutral alignments—the "wafflignments", as I see 'em. Easygoing Good. Lawful Waffle. Chaotic Dontgottajustifymyself.
Nothing wrong with it, though it does make me feel a bit "mainstream" for playing CN. Maybe I'll end up shifting to Neutral Evil someday. That seems to be the only Neutral alignment nobody wants to touch. ;D

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Something I've noticed is how everybody's going for Neutral alignments—the "wafflignments", as I see 'em. Easygoing Good. Lawful Waffle. Chaotic Dontgottajustifymyself.
Nothing wrong with it, though it does make me feel a bit "mainstream" for playing CN. Maybe I'll end up shifting to Neutral Evil someday. That seems to be the only Neutral alignment nobody wants to touch. ;D
Problem is, if you pick a settlement anything other than middle of a road, you cut out participants from the other side of neutral. I'd love to play in an LG settlement, but it pretty much forces me to ditch my two CG buddies rogues.

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To be lawful is a constraint. To be good is a constraint. Thus, it is absolutely normal, to give a technical advantage to LG, over CE.
If you want to have a more powerful character than other people, you will have to show a lot of restraint. You won't use a lot of spells, a lot of mechanics, you won't have the possibility to kill every suspect character around your settlement, you will not be able to kill every kind of NPC...
I don't see anything unfair in that. It's the classic opposition between warlike experienced and aggressive barbarians with low tech and peaceful civilians of a great empire, with very few fighting experience, but with a strong working force, and good weapons/armors.

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Xeen wrote:Nihimon wrote:...His statement was about alignment, this thread is about alignment.
Oh, and thank you for continuing to be yourself. You are going to drag your company and allies down with you.
Really?
Xeen wrote:I trim quotes to be concise, not to deceive. And as much as I enjoy our little talks, I'm not really trying to convince you of anything. I gave up on that long, long ago.Amaziah Hadithi wrote:There is an easy work around for that. Its a meaningless mechanic.^And here we go, as I said not thinking things through
And I just got here and I get what the game is trying to achieve. If GW accomplishes -half- of what they are trying to do I can see alot of groups getting really shaken up by the reputation system.
As I've said this will be interesting
Yes
Yet the quote you took out, was a quote he made talking about the alignment system. You are very deceitful with your quote trimming.

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Just so the new or casual passerby is not deceived by selective snipping:
There's been no change on this front from what we've told you about alignment and rep previously. That is, we expect the majority of CE characters to also have very low reputation, because ganking lowers all three axes. So Ryan's shorthand is "CE will suck," because we genuinely believe that there won't be very many CE players that maintain high reputation.
There are a few of you that plan to play CE as a roleplaying choice, and try to make sure you're only doing it in a way that doesn't cost you too much rep. That's awesome, and we really hope you succeed. If you have a high-rep CE town, the penalties are the minimal ones that we've mentioned before; it's the low-rep that really hurts you. But we still expect that CE will be very strongly correlated with low-rep, because we don't expect that the majority of players coming in outside of the forum community will be choosing CE for roleplay, just drifting there due to behaviors that also lower rep.
If the early enrollees manage to set up enough high-rep CE settlements to create and maintain an expectation of "playing CE but not being a jerk about it" among later players, that'd be great. Just don't get your hearts set on pulling it off :) .
Emphasis mine, and we are up for the challenge! Do not allow fear mongering of role playing Chaotic Evil to discourage you from doing your best in proving them wrong.
Beware the propagandists! Who secretly try to push an agenda that limits non consensual PvP by discouraging alignments or play styles that are more likely to be dedicated to very frequent PvP. No this is not a straw man argument, it is based on a pattern of selective quotations and postings that are all designed to limit PvP. Rarely if ever are there the same postings to encourage PvP by these same persons, even through meaningful motivations and activities.
I will let the casual or new passerby judge what the full context of Stephen's post says.

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I really do not think alignment will be as meaningful in PFO as in PnP Pathfinder.
A dozen paladins can be standing in a field opposite a dozen well known child murdering CE psychopaths, and unless they're flagged to one another, they can't (without reputation losses) attack one another.
Likewise, a dozen paladins standing in a field opposite a dozen well meaning LG clerics of a different faction can both hack away at one another happily.
The scenario is the same for settlements. LG settlements can declare war one another over a pile of rocks, and CE settlements can form binding non-aggression pacts and work together in lockstep.
Alignment is a roleplaying mechanic, and players can mostly ignore it within PFO. Sure, there will be some drifts for a select few activities, but alignment shifts back to the base over time, so no big deal.

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Too Whom it may concern...
I'd just like to point out to that paizo does have a wonderful Private Message System.
You know the thingy you should be using when you feel the need to be a douche and make a post just so you can make a personal attack against a specific person and trash them?
I also know one of you knows how to use the PM system cause I've gotten a PM from you before :-)

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I really do not think alignment will be as meaningful in PFO as in PnP Pathfinder.
A dozen paladins can be standing in a field opposite a dozen well known child murdering CE psychopaths, and unless they're flagged to one another, they can't (without reputation losses) attack one another.
Likewise, a dozen paladins standing in a field opposite a dozen well meaning LG clerics of a different faction can both hack away at one another happily.
The scenario is the same for settlements. LG settlements can declare war one another over a pile of rocks, and CE settlements can form binding non-aggression pacts and work together in lockstep.
Alignment is a roleplaying mechanic, and players can mostly ignore it within PFO. Sure, there will be some drifts for a select few activities, but alignment shifts back to the base over time, so no big deal.
If you're right, this game's existence has no point.

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Jiminy wrote:If you're right, this game's existence has no point.I really do not think alignment will be as meaningful in PFO as in PnP Pathfinder.
A dozen paladins can be standing in a field opposite a dozen well known child murdering CE psychopaths, and unless they're flagged to one another, they can't (without reputation losses) attack one another.
Likewise, a dozen paladins standing in a field opposite a dozen well meaning LG clerics of a different faction can both hack away at one another happily.
The scenario is the same for settlements. LG settlements can declare war one another over a pile of rocks, and CE settlements can form binding non-aggression pacts and work together in lockstep.
Alignment is a roleplaying mechanic, and players can mostly ignore it within PFO. Sure, there will be some drifts for a select few activities, but alignment shifts back to the base over time, so no big deal.
It does. It just means alignment isn't the main arbiter of character conflict. Who knows, it most likely will be settlements, but it could be religion, it could be factions or it could actually be character interaction that determines 'sides'.
Exciting times ahead!

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Can I get a clarification:
What methods of gaining Chaotic and Evil alignment are planned to exist that don't result in a loss of reputation NOR require interacting with other chaotic and evil characters/settlements?
Even further, are the methods for doing so in equal abundance as the methods to achieve a Good or Lawful alignment that don't result in a loss of reputation NOR require interacting with other lawful or good characters/settlements?

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I really do not think alignment will be as meaningful in PFO as in PnP Pathfinder.
A dozen paladins can be standing in a field opposite a dozen well known child murdering CE psychopaths, and unless they're flagged to one another, they can't (without reputation losses) attack one another.
Likewise, a dozen paladins standing in a field opposite a dozen well meaning LG clerics of a different faction can both hack away at one another happily.
The scenario is the same for settlements. LG settlements can declare war one another over a pile of rocks, and CE settlements can form binding non-aggression pacts and work together in lockstep.
Alignment is a roleplaying mechanic, and players can mostly ignore it within PFO. Sure, there will be some drifts for a select few activities, but alignment shifts back to the base over time, so no big deal.
Hah! It can be that way is what the truth is. Groups with similar alignments have a lot more to gain by working together than not. Especially in the area of getting trained and maintaining those skills/feats that we all want.

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Can I get a clarification:
What methods of gaining Chaotic and Evil alignment are planned to exist that don't result in a loss of reputation NOR require interacting with other chaotic and evil characters/settlements?
Even further, are the methods for doing so in equal abundance as the methods to achieve a Good or Lawful alignment that don't result in a loss of reputation NOR require interacting with other lawful or good characters/settlements?
You can base your alignment to CE. Or you can force yourself there by losing rep as well.
Settlement interaction will be the same across the board. It is based on what the settlement will allow to enter, and restrict you from training there if you are opposed.
It is easier to be Lawful and Good. You set your alignment... and if you lose your alignment then you just log in, sit there, and do nothing. You will regain your alignment over time.
You cannot drift Evil if you end up good.

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Too Whom it may concern...
I'd just like to point out to that paizo does have a wonderful Private Message System.
You know the thingy you should be using when you feel the need to be a douche and make a post just so you can make a personal attack against a specific person and trash them?
I also know one of you knows how to use the PM system cause I've gotten a PM from you before :-)
LOL, as you could have instead of making this post.
Sorry, had to say it.

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Can I get a clarification:
What methods of gaining Chaotic and Evil alignment are planned to exist that don't result in a loss of reputation NOR require interacting with other chaotic and evil characters/settlements?
Even further, are the methods for doing so in equal abundance as the methods to achieve a Good or Lawful alignment that don't result in a loss of reputation NOR require interacting with other lawful or good characters/settlements?
You can gain Chaotic by (if I recall correctly) not completing contracts and by committing crimes.
You can gain Evil by attacking people that you don't see as hostiles. You might be able to gain evil by doing Heinous things, like animating the dead or working with slaves.
You can gain Law by completing contracts for others (if you're chaotic, you can not take that reward (again, iirc)).
I'm not sure of in-game actions that cause you to gain Good. There used to be a way to gain good by killing Heinous-flagged people; it might now be part of NPC factions.
I'm not sure of the abundance of opportunities for either side. Your active alignment will always drift back to your core alignment.

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BurnHavoc wrote:Can I get a clarification:
What methods of gaining Chaotic and Evil alignment are planned to exist that don't result in a loss of reputation NOR require interacting with other chaotic and evil characters/settlements?
Even further, are the methods for doing so in equal abundance as the methods to achieve a Good or Lawful alignment that don't result in a loss of reputation NOR require interacting with other lawful or good characters/settlements?
You can gain Chaotic by (if I recall correctly) not completing contracts and by committing crimes.
You can gain Evil by attacking people that you don't see as hostiles. You might be able to gain evil by doing Heinous things, like animating the dead or working with slaves.
You can gain Law by completing contracts for others (if you're chaotic, you can not take that reward (again, iirc)).
I'm not sure of in-game actions that cause you to gain Good. There used to be a way to gain good by killing Heinous-flagged people; it might now be part of NPC factions.
I'm not sure of the abundance of opportunities for either side. Your active alignment will always drift back to your core alignment.
And NONE of the above options lower reputation?

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I don't have too much inclination of playing an evil character myself but I'd like there to be a real sense of fear when encountering an evil character. I hope the best for those trying to make successful CE characters because they will help keep the game interesting.
If reputation penalties crush evil for us what meaning is there to being good?