Dissapointment Among the Silent


Pathfinder Online

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Goblin Squad Member

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I do not wish to be bought out. Do not send me PMs asking.

Goblinworks Executive Founder

cipher_nemo wrote:

Of the supporters who donated money to one of the Kickstarter projects, I am among the mostly silent who are extremely disappointed. Silent because I don't participate much in the community, and disappointed because of where Goblinworks is taking Pathfinder Online.

It's becoming a project that focuses on PvP between settlements instead of the sandbox ideas that were originally marketed.

I'm married, I work full time, I have a busy life outside of gaming. I enjoyed the original Goblinworks updates of a sandbox game, but have absolutely no time to play a sandbox MMO competitively within a company/settlement. That's not what I donated for, and that's not what I can or even want to participate in.

As a community you may agree or disagree, but I just wanted to put my voice out there for Paizo/Golbinworks. I'm one of the mostly silent who rarely posts here. How many more mostly silent donators are disappointed?

I totally understand your concern, and I share a lot of them.

But I think that you should give the game a chance, because I saw, last week, a post from one of the CEO of Paizo, and it was way reassuring. I'm sure someone will be able to post a link. When I say someone, I mean Nihimon, obviously.

There is actually a lot of mechanisms in the game, which will protect people like you from a lots of the inconvenience of this kind of game. For example, declaring a war will cost a specific resource, which is only acquired over time, forcing everybody to choose which war to declare carefully.

And it's not the only mechanism. Essentially, to resume, if you don't try to take over some very very expensive resource, and don't choose to play in a very strategic hex, I don't think that there are a lot of chances that your settlement will be under attack.

And if someone just take pleasure in attacking you outside of this kind of war/feud, he can. But he will soon lose reputation, which will weaken the power of this character, to a point where he will be essentially useless. some people on this forum don't believe that it will actually be like that, and they can be right, of course. But the official stance of GW is this anyway, and I believe them.

So I think that you shouldn't worry too much. I did until a week ago, but not anymore. I think it will be a little like in sports : if you want an Olympic medal, you will be in a very competitive environment, but if you just want to swim with your buddies/neighbourhood, you will just have fun, you won't have to train six hours a day and eat a specific diet. :)

Goblin Squad Member

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I'm not Nihimon, of course, but I hope this post is the one you're thinking of:

Lisa Stevens wrote:

Many of you know me, and know that I run Paizo in a way where we often choose the right way over the most lucrative way. As the owner of Paizo and the person who has the largest vested interest in the Pathfinder brand, I can tell you that I would never have done this MMO if the vision of a murder simulation was the most likely one. We never would have started. I am not interested in a murder simulation representing the Pathfinder brand. Ryan is right, we would just shut it down. The Pathfinder brand is worth more to me than all the money we might hypothetically make off of this MMO if it was one that I am not proud of.

We have a strong vision for the world we want to create in PFO. Most of you get that vision. We are going to have to fight for that vision. It isn't going to be easy. But I can tell you, as an investor, we are laser focused on winning this battle. We will fight to create the game we have been talking about since 2011. All of Goblinworks and Paizo are united in this fight.

Goblin Squad Member

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Here's the full post, with a link for context. Note that it got 30 Favorites, from quite a wide variety of posters. Obviously, there's something very important to a lot of us in what she said.

Bluddwolf wrote:
Now I know there is that quote of Ryan's that he'd rather shut it down then see that happen. We all should know that will never happen. If this project is a financial success, far beyond investors dreams, and Ryan said he wanted to shut it down.... Well, we all know CEOs hold their positions at the grace of investors.

Between myself, Mark, Ryan and Paizo, we own a majority of the company. As long as the four entities believe in the dream that is PFO, I think that dream is not likely to be beholden to investors looking for a quick buck.

Many of you know me, and know that I run Paizo in a way where we often choose the right way over the most lucrative way. As the owner of Paizo and the person who has the largest vested interest in the Pathfinder brand, I can tell you that I would never have done this MMO if the vision of a murder simulation was the most likely one. We never would have started. I am not interested in a murder simulation representing the Pathfinder brand. Ryan is right, we would just shut it down. The Pathfinder brand is worth more to me than all the money we might hypothetically make off of this MMO if it was one that I am not proud of.

We have a strong vision for the world we want to create in PFO. Most of you get that vision. We are going to have to fight for that vision. It isn't going to be easy. But I can tell you, as an investor, we are laser focused on winning this battle. We will fight to create the game we have been talking about since 2011. All of Goblinworks and Paizo are united in this fight.

Thanks to everyone who has joined us in this fight. We will not be deterred!

-Lisa

Goblin Squad Member

+31 now. I love it when she pops into threads!

Goblin Squad Member

Please excuse me, as I am quite late to the party, but I feel like there is a huge disconnect seemingly augmented by Pathfinder's subtle (perhaps complicated) nuances that are neither being heard nor realized.

Goblinworks has proposed many ideas which will cater to the casual gamer AND the crowd not interested in the player vs. player dynamic. Pathfinder Online is a sophisticated game that, at first look, can not be fully appreciated. This can be viewed as both a weakness and a strength as some players will look at this game and judge whether they will or will not play before understanding its full elegance. They see "open world pvp" and bam, the class is over and they are out the door; this is a sad but factual truth. Yet others will take the time to examine the various nuances that separate Pathfinder Online from games like Darkfall Online or Mortal Online. And, in my opinion, will be pleasantly surprised on what they discover.

Goblin Squad Member

Oceanshieldwolf wrote:

To the OP:

* Completely uninterested in guilds, settlements or factions. I played Guid Wars solid for 6 months years back, avoided all the PvP arenas like the plague of poworr gamurzz it is. I was nominally a member of (I think) MARA (Mature Age Roleplayers...Association?). A great collection of moderate and helpful, humorous, compassionate and insightful human beings. Was fun.

* Ganking and killing for fun ain't what it used to be in the real world.

* This should have been called Golarion Online. It is NOT Pathfinder. As soon as the blogposts suggested it was going to be classless, it was not Pathfinder. Simple.

* I have no idea how my training is going to be in the hands of someone else. Or what that means.

* I want to explore a world not get politically tribal. See how well that has worked in the real world.

* I'm happy with my backing of the project. Rysn Dancey seems really well versed in the industry and the culture. Kudos to him and his team.

* Peeps representing guilds (or factions or whatever they are called) come across to me as very strange and way too invested. It's wigging me out more than Second Lifers. There is a great line in an Ian McDonald novel (Hands Hearts and Voices?) where he states that there is an unwritten law of the universe that spokespeople for revolutionary movements must always speak in cliches and slogans. Or something like that. The crossfire, veiled and overt, between guild/factions is as demeaning to me as being present at a political rally or a courtroom. Then again, I'm a wackjob, what do I know.

* I hope you all have a lot of fun, and if you see a crazed avatar running around...crazily or seemingly communing with a flower, make sure its a headshot. I'll do my best to duck or greet the blast/smite/blow with a lurid smile.

I would like to mention that there are classes, equipment, magic items, feats, ability scores, and abilities from the Pathfinder Tabletop game. Besides using all the base classes, they are also using NPC classes, which is pretty cool.

DDO already explored using 3.5 in an MMO, and it is extremely hard to translate, they had to fudge quite a bit of stuff. Also, it is really hard to do PvP in that system, since certain characters can become broken, or just, you know toss a fireball at you and kill you. The way GW has implemented the lore, and all of the above features from Pathfinder has really taken it to the next level. They have left everything on the surface untouched, while redoing the underlying mechanics so that it can be done in an MMO.

I don't agree about the "Golarion Online" bit, mainly cause a lot of us will be adventurers, and River Kingdoms is unlike most other parts of Golarion. Were using a lot of stuff from the Pathfinder IP, and it is their brand that is being promoted.


Oceanshieldwolf wrote:


So: Golarion. NOT Pathfinder.

Pathfinder is almost an exact clone of D&D 3.5. If you want a true "Pathfinder Online", D&D Online is a very good match. You gain levels, choose spells, dice show up on the screen...it's a good simulation.

Scarab Sages Goblin Squad Member

Maccabee wrote:
You totally threw me off because you're saying 'GW' and my brain is translating that into Guildwars. Damn ARENA.NET messing with my Patfhinder.

As a player of Warhammer since their statlines had letters in them*, I have to keep remembering that GW doesn't stand for Games Workshop...

*(1st Edition, with Harry the Hammer on the box, atomising a skeleton.)

Webstore Gninja Minion

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Removed an unnecessarily baiting post. Dial bock on the hostility, folks.

Goblin Squad Member

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Snorter wrote:
Maccabee wrote:
You totally threw me off because you're saying 'GW' and my brain is translating that into Guildwars. Damn ARENA.NET messing with my Patfhinder.

As a player of Warhammer since their statlines had letters in them*, I have to keep remembering that GW doesn't stand for Games Workshop...

*(1st Edition, with Harry the Hammer on the box, atomising a skeleton.)

I'm with you here. Every time I see "GW", I also think "Games Workshop". That's not because I've played Warhammer or 40k, but because I've been a gamer long enough to know that that's what it has always stood for.

Kids today with their "Guild Wars" and their "Goblin Whatsits"! Shouldn't you be in school? Get off my lawn!

Goblinworks Executive Founder

TEO ArchAnjel wrote:
Get off my lawn!

Good luck, Mr Gorsky !

Goblin Squad Member

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I disagree that they've strayed from their original vision. It's been a PvP settlement war game from the beginning.

I've always felt their use of the term "sandbox" was misleading and just a way to say "the game lacks content". At best it's only a sandbox for the 1% leading settlements. But everyone defines the term differently.

The bottom line is the only way this game gets made, with this budget, is to focus on PvP so GW doesn't have to hire 100 people to churn out PvE content as fast as we consume it. Which is a losing battle anyway.

I'd much rather have a game more in line with the PnP game but I understand it's just not feasible in the MMO market without a $100 million+ investment. So I'll take what I can get and make the best of it.

Scarab Sages Goblin Squad Member

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TEO ArchAnjel wrote:

I'm with you here. Every time I see "GW", I also think "Games Workshop". That's not because I've played Warhammer or 40k, but because I've been a gamer long enough to know that that's what it has always stood for.

Kids today with their "Guild Wars" and their "Goblin Whatsits"! Shouldn't you be in school? Get off my lawn!

"We used to get White Dwarf, for the D&D articles!

So there!"

Goblin Squad Member

Again...
In the original description that we got from the tech demo (the one Nihimon linked), they could have been describing SWG before the NGE, especially if you played on an open PVP server.

After a year or so, seeing what it's turned into, it's not that at all.

I'm not saying anyone was dishonest, I'm merely saying that it's completely understandable if what is being talked about now, and the idea of it from the beginning is not matching up for some people.

Goblin Squad Member

Kryzbyn wrote:
Again... In the original description that we got from the tech demo (the one Nihimon linked), they could have been describing SWG before the NGE, especially if you played on an open PVP server.

Yeah, see. I have no idea what that meant. (except for an inkling of what "open PVP" might mean.

Goblin Squad Member

Caldeathe Baequiannia wrote:
Kryzbyn wrote:

Again...

In the original description that we got from the tech demo (the one Nihimon linked), they could have been describing SWG before the NGE, especially if you played on an open PVP server.
Yeah, see. I have no idea what that meant. (except for an inklin gof what "open PVP" might mean.

All Open World PvP means is that PvP will not be limited to a particular area (arena or PvP zone).

The actual mechanisms that allow for PvP can be varied, without altering the basic definition of Open World PvP.

Goblin Squad Member

Actually, I had an idea of that, it's the "SWG before the NGE" that went way over my head.

Goblin Squad Member

Caldeathe Baequiannia wrote:
..."SWG before the NGE"...

You've opened a can of worms there. Shortest answer: Star Wars Galaxies was a sandbox-ish MMO with a widely-admired crafting system (yes, everyone, much more can be, was, and will be said, but that's about all I needed to make my point here) that, at some point, decided they needed to become "different".

They rolled out a New Game Experience that changed...essentially everything, and was widely regarded, by a significant and vocal population, as a travesty, not least because it affected many of the fundamental aspects of the game, beginning right from character creation. Since then, the NGE has been broadly seen as a watershed moment, and has almost become a meme of its own.

Goblin Squad Member

NGE has become synonymous with the destruction of an otherwise decent product, or more susinctly put: NGE = Epic Failure.

Goblin Squad Member

Thanks. That conveys more than I'd hoped.

Goblin Squad Member

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SOE thought it was losing money on SWG because it wasn't theme-parkey enough, looking at eq2 and WoW's success. So, the revamped it and made it more theme parky with set classes and paths and quest lines.

It ruined the game.

Goblin Squad Member

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cipher_nemo wrote:
...but have absolutely no time to play a sandbox MMO competitively within a company/settlement.

but you don't have to!

Think of it this way: you will want to live somewhere, and there will be a lot of settlements (so far: all of them) that want you to choose them. Many will not require a single thing in return except maintaining a minimum reputation (they still benefit if you work in a building, trade in the market, do stuff that generates influence, etc), most will expect you to help defend your home when you are online, some will demand more.

The clear indication from GW is that filling up your settlement (and army) with basically anyone you can get, will be a good strategy. Much like a tug-of-war with no limit on team size. So expect to stay in demand unless you are known to be a bad egg. Even if your settlement is burned down, there will surely be other settlements welcoming the refugees with open arms (especially characters who have clocked xp since the beggining).

Bottom line: don't expect to not be able to 'play the game' or not be in demand because you have a life (lots of us do!) The game is still for you.

Goblin Squad Member

TEO Cheatle wrote:
I would like to mention that there are classes, equipment, magic items, feats, ability scores, and abilities from the Pathfinder Tabletop game. Besides using all the base classes, they are also using NPC classes, which is pretty cool.

I don't understand how this is so. I'm pretty sure I read the GW blog ages back that said there were no classes. So I can be a Druid? Just pick a class and go? Or do I have to pick a bunch of druid-y skills to be Druid-like? Either way, are there animal companions yet?

TEO Cheatle wrote:
I don't agree about the "Golarion Online" bit, mainly cause a lot of us will be adventurers, and River Kingdoms is unlike most other parts of Golarion.

I don't understand what adventuring or the lack thereof has to do with something being Golarion or not, and insofar as the RKs are "unlike mos other parts of Golarion" I'm pretty sure they tie into some hefty plotlines of the Campaign setting - Azlanti, Emerald Spire etc...

Goblin Squad Member

Goblinworks Features page wrote:

The tabletop game focuses on classes. Because the online game is a superset of the tabletop experience - characters will do many more things than they typically do in the tabletop game - we wanted to capture the flavor of the class system while still allowing characters to pursue many different ability specializations.

We still group many abilities by categories familiar to anyone who has played the tabletop game. There are collections of abilities that mimic the class features of fighters, wizards, rogues and clerics - and eventually we'll do the same for all the other base classes in the core Pathfdinder roleplaying game book. When a character has specialized in one of these collections, they gain a dedication bonus when they use those abilities. This encourages characters to mimic the classic tabletop classes without imposing arbitrary restrictions.

[emphasis mine] Seems like "no classes" to me, "dedication bonus" or not.

And that's ok. Just wanted to be clear. ;)

Goblin Squad Member

There are no classes, like in the TT game. But you will choose druid skills, and train for more druid skills based on what you have done in the world, so over time you build a character that is a druid, but you can still train any other skill you like. There is a cost to training all skills, but the opportunity cost you pay for training a non-druid related skill is that you would be a druid with "other stuff" versus a "pure druid".

Not sure if you get my meaning, but you don't pick a "druid" and train him/her. You pick a character and do druid stuff, thereby learning the things that make a druid a druid, and become more druid-like.

I will be a cleric of the Mighty Torag (May His fire burn hot!), but at the start of my game I will simply be a female Dwarf. I will go into the world and do dwarf stuff, and cleric stuff, and pray at the temple, and fight evil, and be Dwarfy. Eventually I will qualify to train a skill in the line of things that make a cleric. and then I go do some other Dwarfy and Clericy stuff until I qualify for the next level of Dwarfy-clericalness. Seems like a natural progression to me and I think it will be pretty awesome!

But any time I choose I could go do some pick-pocket stuff and eventually qualify for some thief level training (but I may well lose some of my clerical awesomeness because Torag frowns of evil-doer stuff, and picking pockets is mean-guy stuff, which I would never do).

Make a character and go have fun. you will be able to train along your fun lines, and might become a druid!

Goblin Squad Member

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Fanndis Goldbraid wrote:
Make a character and go have fun. you will be able to train along your fun lines, and might become a druid!

[emhasis mine] Sure. I will. I'm just making it real clear to those saying there will be classes you can choose that that isn't true. You can create a character, and over time you can emulate a class.

Which makes beautiful sense, rather than starting out the gate as an experienced concept...I have no problem with that.

I just like things to be clear. ;)

Goblinworks Executive Founder

Oceanshieldwolf wrote:
Fanndis Goldbraid wrote:
Make a character and go have fun. you will be able to train along your fun lines, and might become a druid!

[emhasis mine] Sure. I will. I'm just making it real clear to those saying there will be classes you can choose that that isn't true. You can create a character, and over time you can emulate a class.

Which makes beautiful sense, rather than starting out the gate as an experienced concept...I have no problem with that.

I just like things to be clear. ;)

You're kinda wrong actually, if I remember well.

If you choose a certain set of skills and talents from a specific class, again if I remember correctly, you can choose to embrace a specific class. It will be the only way to have access to the most powerful talents, at the cost of the skills of other class.

Goblin Squad Member

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Shane Gifford of Fidelis wrote:


My counter argument is, why would you play a massively multiplayer game and go out of your way to avoid interacting with the other players?

I would urge you to give other people a chance. They aren't all bad, I promise. :)

It's pretty simple - I play them for the 'Massively' and the 'Role-Playing Game'. 'Multiplayer' and 'Online' are strikes against them which I just have to mitigate/deal with. :)

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That isn't exactly true....

There are classes and there are levels.....

You have a specific set of skills that you have and once you rank those skills up, you qualify for a specific Role.

Fighter, Cleric, Wizard, and Rogue will be the first 4 roles/classes available, you slot these Roles in your Role Slots. I believe you do this through the implements. Fighters use luck charms/insignia, Clerics use their holy symbol, Wizards use their spellbooks, and Rogues their thieves tools. There is also plans for Commoner, Expert and Aristocrat.

Paladin, Sorcerer, Barbarian, and Bard will be in mid EE, and Ranger, Druid, and Monk will be in at the end of EE. Yes, there will be animal companions. Also, you level from 1 to 20.

EDIT: You can find more information HERE

Here are the implements used:

A Wizard's Spellbook (of course), which contains arcane spells
A Cleric's Holy Symbol, which contains divine spells
A Fighter's Trophy Charm, which contains self-buffing maneuvers
A Rogue's Rogue Kit, which contains poisons and other alchemical and mechanical tricks
An Aristocrat's Banner/Warhorn, which contains party-buffing maneuvers
An Expert's Toolkit, which contains maneuvers that buff or destroy structures
A Commoner's Holdout Weapon, which contains surprising attacks

Goblin Squad Member

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A lot of misinformation going around....


Audoucet wrote:
Oceanshieldwolf wrote:
Fanndis Goldbraid wrote:
Make a character and go have fun. you will be able to train along your fun lines, and might become a druid!

[emhasis mine] Sure. I will. I'm just making it real clear to those saying there will be classes you can choose that that isn't true. You can create a character, and over time you can emulate a class.

Which makes beautiful sense, rather than starting out the gate as an experienced concept...I have no problem with that.

I just like things to be clear. ;)

You're kinda wrong actually, if I remember well.

If you choose a certain set of skills and talents from a specific class, again if I remember correctly, you can choose to embrace a specific class. It will be the only way to have access to the most powerful talents, at the cost of the skills of other class.

If you're referencing the "capstone abilities", I think GW did away with those.

Goblin Squad Member

@ KC

Yea, they have dedication bonuses now, if you slot two roles/classes, you gain a nice bonus instead of a 20th level capstone.


Ah, alright.

Goblin Squad Member

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jasonfahy wrote:
Shane Gifford of Fidelis wrote:


My counter argument is, why would you play a massively multiplayer game and go out of your way to avoid interacting with the other players?

I would urge you to give other people a chance. They aren't all bad, I promise. :)

It's pretty simple - I play them for the 'Massively' and the 'Role-Playing Game'. 'Multiplayer' and 'Online' are strikes against them which I just have to mitigate/deal with. :)

Massively is an adjective attached to Multiplayer, it is not a noun and a separate element of the game.

Goblin Squad Member

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To me, some have grown large enough to justify multiple meanings of "massively".

Goblin Squad Member

TEO Cheatle wrote:

A lot of misinformation going around....

Hey look, I just quoted from the GW site. "Mimic" is not the same as "being". If I can choose a Base Class from the get-go, point me to where it says that. :)

Goblin Squad Member

I think the phrase "No Classes" is mostly meant to convey the fact that you aren't "locked in" to a specific Class's advancement.

If they talked about Classes, most players would reasonably assume that if they started as a Fighter, that Character would always be a Fighter. So they say "No Classes" and talk about Roles instead, to try to get the message across that you can learn many Roles, if you want.

Goblin Squad Member

Oceanshieldwolf wrote:
If I can choose a Base Class from the get-go, point me to where it says that. :)

From earlier this year:

We started with an experience we wanted players to have once the quarter was complete. This list was:

  • At log in, the player can select a Wizard, Rogue, Cleric, or Fighter to play at 4th level (with prebuilt stats and wearing appropriate gear).
  • Each class has at least one weapon with a full set of attacks.

...

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cipher_nemo wrote:
It's becoming a project that focuses on PvP between settlements instead of the sandbox ideas that were originally marketed.

The two are not mutually exclusive. It's a sandbox with a strong focus on meaningful PvP as it has been marketed the entire time. PFO never promised to be the next Minecraft, it promised to be a game where player interaction it the main content, and one of the primary avenues of doing this is PvP.

You can still trade, you can still craft, you can still run dungeons and fight escalations, you can still roleplay with your buddies, but yeah PvP is going to be a huge deal because it's the cheapest way to deliver nearly limitless content.

Goblin Squad Member

Nihimon wrote:

I think the phrase "No Classes" is mostly meant to convey the fact that you aren't "locked in" to a specific Class's advancement.

If they talked about Classes, most players would reasonably assume that if they started as a Fighter, that Character would always be a Fighter. So they say "No Classes" and talk about Roles instead, to try to get the message across that you can learn many Roles, if you want.

I'm not sure this is true - with the prevalence of multiclassing in TT and MMORPGs a class isn't a straitjacket. Roles, Classes, Professions. Changing the name doesn't change the difference between a package you start with and something you aim for.

Goblin Squad Member

Nihimon wrote:
Oceanshieldwolf wrote:
If I can choose a Base Class from the get-go, point me to where it says that. :)

From earlier this year:

We started with an experience we wanted players to have once the quarter was complete. This list was:

  • At log in, the player can select a Wizard, Rogue, Cleric, or Fighter to play at 4th level (with prebuilt stats and wearing appropriate gear).
  • Each class has at least one weapon with a full set of attacks.

...

Thanks Nihimon. I'm really not trying to be adversarial or obtuse, I just am not always that quick to understand nuances. The GW informaion is just not clear. At all. To me. ;)

So at log in, you choose a prebuilt package that emulates a class as defined by your package and implements?

Can I instead choose to be 1st level and work toward a class?

Goblin Squad Member

Oceanshield wrote:
Thanks Nihimon. I'm really not trying to be adversarial or obtuse, I just am not always that quick to understand nuances. The GW informaion is just not clear. At all. To me. ;)

No worries, I'd doubt any poster who said they understood it all, unless they worked for Goblinworks.

The 4th level thing was more for their internal testing, I believe.

My guess is that you'll log in as a Level 1 (or 0?) Fighter, Cleric, Rogue, or Wizard. I think they'll do that so they can give you a reasonable set of starting gear and an ability or two to use to kill stuff. I also think they're still planning on having Feats (or something) called something like "Fighter Level 4" that you can buy after you get all the prerequisites. I think your Dedication Bonus might scale according to these.

Oceanshield wrote:
So I can be a Druid? Just pick a class and go? Or do I have to pick a bunch of druid-y skills to be Druid-like?

Really, I think both choices are "true". I think most of the information in Your Pathfinder Online Character is still generally true, although the Capstone system was completely revamped to a Dedication Bonus.

Oceanshield wrote:
Either way, are there animal companions yet?

Sadly, no. Because of the tech involved, they've told us that Rangers and Druids will probably be the last Core Classes they implement.

Goblin Squad Member

@Nihimon: Again, thank you! I hope this has been helpful for other folk too. I'll check out the page you linked, understanding that it might be a WIP.

Goblin Squad Member

Oceanshieldwolf wrote:
TEO Cheatle wrote:

A lot of misinformation going around....

Hey look, I just quoted from the GW site. "Mimic" is not the same as "being". If I can choose a Base Class from the get-go, point me to where it says that. :)

That wasn't aimed at you, but other people that list information without links on the boards a lot, and that information is either out of context or wrong.

Goblin Squad Member

@TEO Cheatle: Ok, no worries! I do try to link stuff, but that doesn't mean my interpretation isn't off the mark! ;)

Goblin Squad Member

@Oceanshieldworlf

I think the crux of the reason they went without 'hard' classes was to solve two distinct problems: too many re-combined 'composite classes' added over time and to emulate cross classing without getting into the headache of balancing things with hard and distinct levels that you have to pick and choose every time you level up. This way composite classes can be added as tiny addition instead of being a retread or specific mix of another class. It's just easier to handle this way. Not to mention you can essentially make your own classes to some degree.

The other big advantage is that if you decide 3 years from now you want to try something totally different, all you have to do is start training skills and feats for that class. You don't have to give up all the work and resources that are part of your initial character as their will always be some benefit/overlap for an older character.

Goblin Squad Member

TEO Cheatle wrote:

That isn't exactly true....

There are classes and there are levels.....

You have a specific set of skills that you have and once you rank those skills up, you qualify for a specific Role.

Fighter, Cleric, Wizard, and Rogue will be the first 4 roles/classes available, you slot these Roles in your Role Slots. I believe you do this through the implements. Fighters use luck charms/insignia, Clerics use their holy symbol, Wizards use their spellbooks, and Rogues their thieves tools. There is also plans for Commoner, Expert and Aristocrat.

Paladin, Sorcerer, Barbarian, and Bard will be in mid EE, and Ranger, Druid, and Monk will be in at the end of EE. Yes, there will be animal companions. Also, you level from 1 to 20.

EDIT: You can find more information HERE

Here are the implements used:

A Wizard's Spellbook (of course), which contains arcane spells
A Cleric's Holy Symbol, which contains divine spells
A Fighter's Trophy Charm, which contains self-buffing maneuvers
A Rogue's Rogue Kit, which contains poisons and other alchemical and mechanical tricks
An Aristocrat's Banner/Warhorn, which contains party-buffing maneuvers
An Expert's Toolkit, which contains maneuvers that buff or destroy structures
A Commoner's Holdout Weapon, which contains surprising attacks

Cheatle,

Those things are great. but you train skills and do stuff. you are not trapped in a shell of one class. Sure, bonuses for "concentrating" in one job category, but unlike the TT you don't "role a wizard"...you become one. and I would prefer no "levels"...which I hope they stick to, and use skills instead. Levels are obsolete.

Goblin Squad Member

Real quick, on the issue of there being Classes. The way you gain a Class and it's abilities are reversed from the TT. In TT you choose a class and then you get a bunch of new powers and abilities. Grats. In PFO you learn those new powers and abilities over time until you qualify to have gained a level of a certain Role (class).

You could learn a wide variety of different skills and abilities before ever qualifying for a certain Role. It's a skill based progression system that awards you with Role levels after meeting certain requirements.

So at the very very start it's likely you will be a level 0(1?) Commoner until you've learned the skills and abilities to gain the first level of the role you want.

This is older info though and of course subject to change (if it hasn't already).

Goblin Squad Member

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Nihimon wrote:

.

My guess is that you'll log in as a Level 1 (or 0?) Fighter, Cleric, Rogue, or Wizard. I think they'll do that so they can give you a reasonable set of starting gear and an ability or two to use to kill stuff. I also think they're still planning on having Feats (or something) called something like "Fighter Level 4" that you can buy after you get all the prerequisites. I think your Dedication Bonus might scale according to these.

I'll guess you log in as a 1st level commoner.

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