| Kobold Catgirl |
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Day One
Ran out of food today. Probably should have brought some when I came here. The little coffeeshop outside tempts me, but I don't dare leave my chair.
Goblinworks team has left. It's just me and my characters, Cabal Clover and Magda Demofaet. I wouldn't let them take my computer.
I fear I will soon give in to starvation or thirst, but I will not let them take me out of the Alpha. I just have to hold out until the Early Enrollment starts.
I pray to Pharasma that I can withstand the trials.
—Kobold Cleaver
| Kobold Catgirl |
| 1 person marked this as a favorite. |
First, stuff I didn't like (and footnotes addressing my complaints)
And now, the good stuff.
This is a very pretty game. The graphics aren't realistic or fancy, but they are visually pleasing—pretty colors and shapes are all it needs to get my interest.
NPC combat is super satisfying because it lasts.☞ I kill a bandit, he ain't coming back. I can't wait to help bring down escalations in EE so I can have a real impact, though getting distinct loot from each bandit might help me feel like I'm accomplishing something anyways.
Magda Demofaet, though now deleted, was a real blast. I was able to give her stealth and archery, while also focusing on full plate. My point is, training is great. Tons of flexibility. Sidenote, can we see armor check penalties to skills on the character sheet? I didn't think to check, but Goblinworks says the penalties exist regardless.
Also, watching the single Thornguard repeatedly chase off the ganker, looking mad-as-hell? Priceless. Did you guys notice the time when the ganker got away and the Thornguard turned, walked away, and jumped over a house? I thought that was great. Reminded me of Batman or Spiderman.
As always, I enjoyed myself most when teamed up with someone. I'm very excited about this game, and regret only not being able to think of more questions while I was there. And also attacking that one guard. That was a bad idea.
* Xill time. On the one hand, it would make things easier. On the other, it disincentives (is that a verb?) players naming locations themselves. On the third hand, though, community names aren't much use to new players. On the fourth, this encourages the hiring of guides (or the use of newbie guides like in the nice Program that's been set up).
† Worth noting is that when more landmarks start getting added, like watchtowers and the "Points That Are Interesting" mentioned on the PFO panel, navigation may get easier. I am fully in favor of people experienced with the terrain getting an advantage.
‡ On one hand, that's good, since the point of the game is to fight in teams. On the other, solo play should be dangerous or even suicidal, not just boring.
§ I have ADHD, and I have this tendency to press stuff an "even" number of times. It's this weird fidget thing. Like, I just went back and forth between "s" and "Backspace". Point being, I have this tendency to press buttons while I walk, and if I have a guard Tabbed on by mistake...if anybody should require you to actually click painstakingly on them to attack, it's the guards.
‖ Okay, maybe not literally.
¶ Then again, making that impossible encourages 'clever' stealth tricks like hiding behind trees to close. Just allowing someone to shoot-stealth-shoot-stealth repeatedly is overly nasty and a bit unreasonable, not to mention encouraging to the lazier PvPers.
☞ Idea for a boss with the Mark: When he's killed, he respawns in your settlement! This is a good idea. Use it now or I will take DeciusBrutus's dollars to your competitors!
Whew! Do I like to hear myself talk or what?
Ravenlute
Goblin Squad Member
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I thought this was actually helpful and you brought up some good points.
Ogres should be scary!According to the Beastiary they move as fast as a normal human (30 ft) so I don't know why they'd be any slower.
A possibly great method of dealing with kiting and such is to give all melee characters a ranged attack that is available to use as they try to catch their prey up to a certain range. When they get close enough then switch back to melee. The same could be true for normally ranged characters, giving them a melee attack to use up close as they try to escape to a better distance.
Reflecting on the Beastiery again, Ogres throw javelins, so should it be in PFO and don't forget their Reach for melee!
Virgil Firecask
Goblin Squad Member
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I'm pretty sure a lot of the tuning hasn't happened since a lot of the variety of attacks aren't in. So, the ogres might be tossing some horrific debuff on you, but its effect isn't in. Which means, they should be kicking your tail, but aren't due to whatever effect is either broken or in development.
| Kobold Catgirl |
In a perfect world where GW could afford fancy animation stuff, it'd be neat to have the ogres use some sort of hook contraption to pull PCs closer, or pick the PCs up and throw them towards the ogres' spawnpoint (or just towards other ogres).
When Goblinworks starts doing "refinement" sorta stuff, I fully expect ogres to develop similar abilities to enhance the "beatdown". I saw five ogres swarm an unlucky demo tester in what can only hyperbolically described as something I'm probably not allowed to say here. Suffice to say it looked awful and he died fast. That is how ogres should be: F+!$ing terrifying.
Ravenlute
Goblin Squad Member
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That is how ogres should be: F@++ing terrifying.
Yes! To those who say, "but Ogres are only CR 3 creatures," I counter with Humans are even less than that. Give those Ogres some classes like any adventurer and you'll be in for a world of hurt.
As a side note, I propose the ability to permanently test Ogre Barbarians as a race/role option for Stone Bear Clan.