Should starfall hexes be FFA?


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Goblin Squad Member

Kobold Cleaver wrote:
Anyways, a merchant should be perfectly capable of fighting back if he's smart and hires guards. I don't get why people are always bringing up merchants like that's not an option and they're these poor helpless lambs.

Again, merchants just have to use noggins and "maybe" learn a different way to play because of local markets and local storage.

Wealthy or Successful will be relative for everyone.

Goblin Squad Member

Kobold Cleaver wrote:
I can't respond to that because I lack MMO experience and do not know how gatherers will fare. If someone else can tackle this, it'd be nice.

I expect that most adventurers will also be gatherers, especially since gathering professions are useful for increasing certain attributes. I expect a lot of gathering will take place while parties are clearing out escalations.

I think the biggest disconnect will be from people who expect to be able to solo gather. They will have a hard time dodging NPCs, bandits, et cetera.

My advice to them would be to join up with an adventuring party that is clearing out an escalation or something, and simply gather the resources nearby. Many camps can be cleared fairly easily without requiring the full, coordinated effort of the entire party, so it should be easy to get lots of resources while the rest of your party is fighting the mobs that would have aggroed you if you'd try to gather solo. You'll also be close by if they need you for a particularly tough camp or for a boss, and they'll be close by in case you get jumped by other players.

Goblin Squad Member

I would also add that being a rank 20 gatherer will require you to get a 20 in the associated attribute:

  • Dowser - Personality
  • Miner - Constitution
  • Forester & Scavenger - Wisdom

I think the easiest way to get that attribute score is to advance along an appropriate adventuring role.

Goblin Squad Member

Nihimon wrote:

I would also add that being a rank 20 gatherer will require you to get a 20 in the associated attribute:

  • Dowser - Personality
  • Miner - Constitution
  • Forester & Scavenger - Wisdom

I think the easiest way to get that attribute score is to advance along an appropriate adventuring role.

I haven't digested all of the info you alpha folks have "gathered" for us so generously.

Has anyone explored the possibilities of a straight gather/crafter path yet? Would it be possible with minimal grabs from more universal feats like hp's, maybe a little stealth and perception, etc...?

Goblin Squad Member

Nihimon wrote:


I think the biggest disconnect will be from people who expect to be able to solo gather. They will have a hard time dodging NPCs, bandits, et cetera.

Agree 100% with this. I would go farther and say this will be a problem for people in general. Going it alone won't be very viable for most actions in this game I feel. I think that might be more problematic for those used to playing MMOs. Many just don't want to work/play with strangers. That will make it difficult for them to succeed.

Scarab Sages

Nihimon wrote:
I think the easiest way to get that attribute score is to advance along an appropriate adventuring role.

Exaclty what I though reading those Cleric Guide.

Goblin Squad Member

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Bringslite of Fidelis wrote:
Has anyone explored the possibilities of a straight gather/crafter path yet? Would it be possible with minimal grabs from more universal feats like hp's, maybe a little stealth and perception, etc...?

Looking over the spreadsheets that Lee and Stephen have provided (that we're trying to get into pfo.pathfinderwiki.com), I don't think it's viable to go pure crafter/gatherer, even if it is mathematically possible (which I'm not sure of) because you won't have any advanced combat skills to protect yourself.

Since this is publicly available information, I'm going to go ahead and share links for public viewing. I'll try to get these links into the wiki asap so anyone who wants to can use them to help build the wiki entries for the individual items.

Achievement Feats - Attacks, Cantrips, Orisons, Utility, Defensive, Reactive, Feature, Armor, Bonuses, Skills, Points, Proficiencies, Expendables.

Achievements - Crafting, Interactions, Meta, Npc Kills, Player Kills, Settlement Locations, Feats, Special Locations, Weapon Kills.

PFO Wiki Template Key.txt

PFO Passives for Wiki.txt - Armor, Feature, Reactive, Defensive.

PFO Attacks for Wiki.txt - Physical, Cantrips, Orisons, Utility.

PFO Expendables for Wiki.txt - Trophy Charm, Rogue Kit, Spellbook, Holy Symbol.

The answer to the specific question you asked will be in Achievement Feats. I've done preliminary analysis and understand that the primary constraint for advanced gathering is the attribute requirement. You would need to look at all the feats (and their requirements) that grant bonuses to the attribute in question to see if how you can advance.

I'm hopeful we can build tools to make this easier over time.

Goblin Squad Member

That should probably be its own thread...

Scarab Sages

There are a lot of Feats to buy... With the information I guess it's the time to start to plan where to go...

Goblin Squad Member

Kobold Cleaver wrote:
Anyways, a merchant should be perfectly capable of fighting back if he's smart and hires guards. I don't get why people are always bringing up merchants like that's not an option and they're these poor helpless lambs.

I still think that "hire guards" is an overused catch-all solution that isn't going to prove viable in the vast majority of situations.

Goblin Squad Member

When you play an open world PVP game, you quickly realize that the only thing more inconvenient than having to gather up a group of friends to go anywhere, is respawning because you didn't.

Goblin Squad Member

TEO Malvius012 wrote:
.........while we are arguing for changes what about allowing people to make items that act as a retributive strike on death destroying all items not threaded. This kind of scorched earth action is meaningful is it not?

Fully supported but what's the cost of doing so?


One potential cost could be it costing you threads. I bet that'd put a limit on it.

Goblin Squad Member

...or destroying your threaded items also - the scorched earth policy in totality.

This would also give both the bandits and merchants/gatherers a reason to issue and accept a realistic S&D.

Goblin Squad Member

Jiminy wrote:
...or destroying your threaded items also...

There's Meaningful for you. I've no doubt it'd appeal to some right away, but how likely is it to be overused once we have rich Settlements able to replace folk's gear?

Goblin Squad Member

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Well these are hex's where meteors have fallen....how about the occasional (infrequent) meteor strike. No reason for every hazzard to be player based...


Someday, I want Akatas.

Sadly, they're aberrations with tentacles.

Gonna be a while.

Goblin Squad Member

Kobold Cleaver wrote:

...aberrations with tentacles.

Gonna be a while.

Aha! I've translated KC's secret message!

He wants aberrations with spiked chains instead of tentacles.

Goblin Squad Member

Nihimon wrote:
Bringslite of Fidelis wrote:
Has anyone explored the possibilities of a straight gather/crafter path yet? Would it be possible with minimal grabs from more universal feats like hp's, maybe a little stealth and perception, etc...?
Looking over the spreadsheets that Lee and Stephen have provided (that we're trying to get into pfo.pathfinderwiki.com), I don't think it's viable to go pure crafter/gatherer, even if it is mathematically possible (which I'm not sure of) because you won't have any advanced combat skills to protect yourself.

We haven't been given any information about the Commoner and Expert roles yet, but we've been told that they will include combat training. Commoners get to use a "holdout weapon", and Experts are supposed to get combat bonuses when using their own creations.

Of course it wouldn't be viable to train skills but not raise any role.

I'm really just bumping this thread because the boards need more drama.

!rabblerabble

Goblin Squad Member

!raffle?

Goblin Squad Member

One or more users have been added to the next Starfall

Goblin Squad Member

GrumpyMel wrote:
Well these are hex's where meteors have fallen....how about the occasional (infrequent) meteor strike. No reason for every hazzard to be player based...

Could the devs effectively "wipe a random hex" and replace with a new starfall hex periodically then allow the "new" starfall hex to decay into some other type of hex?

Goblin Squad Member

AvenaOats wrote:
GrumpyMel wrote:
Well these are hex's where meteors have fallen....how about the occasional (infrequent) meteor strike. No reason for every hazzard to be player based...
Could the devs effectively "wipe a random hex" and replace with a new starfall hex periodically then allow the "new" starfall hex to decay into some other type of hex?

1) Random should not be truly random, no settlements and no settlement A ring. THat is part of set up of settlement rules pre EE.

2) Given a new star fall, I could see that site FFA for the first 24 hours (with warnings on end of FFA)

3) How fast does decay of older site happen? Does it start before new strike (say 24 hours before, it starts dwindling, I "treys out on map afar new strike and is badlands (minter home, monster hex?) at new strike plus 48.

Feel free to play with numbers.

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