A Question for Goblinworks


Pathfinder Online

Goblin Squad Member

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I will preface this with: I am not a programmer, I have dabbled and barely created a space invaders game following a guide. In short I have no idea what is possible and what is not.

Spell Schools:
In the Table Top there are a large variety of spells that make up for the inherent weaknesses of the Wizard. Other classes get several bonuses to their class in addition to spells, but generally have a smaller selection of spells to choose from. The exception is the wizard "who accidentally the whole spell list".

Abjuration
Conjuration
Divination
Enchantment
Evocation
Illusion
Necromancy
Transmutation

So my question to the Devs: Do you foresee any issues implementing spells from all the schools? I have watched the Alpha stream and noticed that everyone is playing the equivalent of an Evoker. (The "weakest" of the wizard types.)

I am particularly interested in Necromancy (As I speak for the majority of Golgothan Necromancers) and fear that the school will not receive its just dues. But that fear is on par with worry for Transmutation.

Goblin Squad Member

From my experiences in Alpha, they already have abilities from all the schools of Magic.

And if you look here you can see they use pretty much every single school in the expendables list.

Note: Abilities for weapons are cantrips, while expendables are the actual spells requiring power.

Goblin Squad Member

TEO Cheatle wrote:

From my experiences in Alpha, they already have abilities from all the schools of Magic.

And if you look here you can see they use pretty much every single school in the expendables list.

Note: Abilities for weapons are cantrips, while expendables are the actual spells requiring power.

Hey Cheatle, thanks for that awesome list! Just one minor thing: it appears that the intelligence gain from learning a wizard spell (in the AbilityBonus Lvl1 file) is 10 times the amount it should be...

Goblin Squad Member

There are 59 Spells, and 95 Cantrips currently. To get all 59 Spells, and to get all 95 Cantrips to level 6 you would need:

2,144,407 experience

OR

21,444 Hours

OR

893 Days

OR

30 Months

OR

2 1/2 years

Edit: Yea, Intelligence will have to be changed, good catch.

CEO, Goblinworks

If you are asking "will I be able to raise and control a force of undead minions?" The answer is "no"

Goblin Squad Member

Ryan Dancey wrote:
If you are asking "will I be able to raise and control a force of undead minions?" The answer is "no"

Is that even after pet mechanics are implimented? Letting druids control pets, but not necros seems a bit odd. Of course I'm speaking in an information vacuum at this point.


The key phrase is "a force". You aren't gonna be able to form a one-player army of undead.


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Know what I would really like, actually? "Group necromancer" mechanics. That way, you can get something like an undead army, but still encourage human interaction. For instance, necromancers could be able to combine their undead into very basic formations, or even summon large waves as something akin to the siege engines already planned.

Goblin Squad Member

I would hope to see a singular major undead (skeletal dragon?) as a capital-class unit, to match up against siege golems and similar controlled game changers. Probably require a caster formation to control such a thing.

I would not expect to see a horde of man-sized undead as a similar phenomenon- more models to draw, more ai to compute, just not scalable for the big battles which are already going to be taxing the hardware.

Goblin Squad Member

I think any spell that has "pets" will be a long time coming. These are in summoning and necro but may be elsewhere also.
In previous discussions, just getting familiars, druid/ranger companions, and paladin horse have been relegated to "later" if at all (probably will happen). But having more of these per player or less permanent may be taxing on data bases or increase objects in local areas to more difficult levels. These object move and have multiple actions and parts which need arts.

Goblin Squad Member

Kobold Cleaver wrote:
Know what I would really like, actually? "Group necromancer" mechanics. That way, you can get something like an undead army, but still encourage human interaction. For instance, necromancers could be able to combine their undead into very basic formations, or even summon large waves as something akin to the siege engines already planned.

Hmm. What if other characters in the necromancer's settlement could log in as undead as an alternative to logging in their normal character? (Sort of like monster-play). Some limitations, of course; maybe you can't go beyond some distance from the settlement or from the necromancer.

Goblin Squad Member

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Urman wrote:
Kobold Cleaver wrote:
Know what I would really like, actually? "Group necromancer" mechanics. That way, you can get something like an undead army, but still encourage human interaction. For instance, necromancers could be able to combine their undead into very basic formations, or even summon large waves as something akin to the siege engines already planned.
Hmm. What if other characters in the necromancer's settlement could log in as undead as an alternative to logging in their normal character? (Sort of like monster-play). Some limitations, of course; maybe you can't go beyond some distance from the settlement or from the necromancer.

and as magical constructs too?

But i think the Devs might see it as defeating the purpose of alpha backers gaining the ability to play as monsters during events, or they may not see it that way

Goblin Squad Member

@Ryan Dancey
No, I was more intrigued by the prospect of Ennervate and Spectral Hand.
Terrain and polymorph effects from Transmutation as well.

But I listed all the schools of magic specifically because I don't understand how one would be able to effectively use enchantment spells in an MMO setting without restricting it to Charm effects from EQ.

I am equally confused as the the consequences of Stone shape and other terrain spells that make Wizards Gods of the Material Plane.

Also can you clarify:
You said a horde of undead.(4 HD worth of undead per caster level isn't really a horde.)Does this mean"Animate Dead" and the Create Undead spell chain will not be present in the game? Or just that casters will only be able to control 1 undead at any given time.

Just asking for a little clarity and if Necromancers will be able to do their staple thing, which is utilize undead to their advantage.


You sir are going into every Paladins little black book with a circle and stars next to your name!

Goblinworks Game Designer

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Some spells from tabletop will come online over time as we have time to make the tech for them (and tech that can apply to many spells is generally prioritized over one-offs). Some spells from tabletop will never be available, as they're not practical for an MMO.

A brief overview of where they are right now:
* Abjuration: I believe several of these are in now. Some more are just waiting for the Burst AoE template so they can affect a whole party. Others will likely come online when we get Alignment in the game and I get a hook to have effects target by it.
* Conjuration: Some of the attacks from this school are in now or will be in soon. Summons likely require elements of pet tech, so could be a long way out. Creations are likely one of the impractical spell groups, particularly in a highly customizable fashion, but we might eventually get elements of them in a less versatile form.
* Divination: Divination is the hardest school to do, unfortunately. Pretty much every spell in the school would require its own custom tech, if it's even possible. We'd like to get some of these in eventually, but it's going to be hard for it to stand on its own for a long time.
* Enchantment: This will likely start to come online in the form of stuns and debuffs in the near future. Simpler charms and confusions will come in once we're happy with the design for those. It will never have long-term mind control the way it does in tabletop.
* Evocation: Obviously the easiest school, and the one we started with. Quite a lot of this is in already (and a lot more will come in once I get the tech for additional AoE templates).
* Illusion: This is similarly difficult to the creation elements of Conjuration. It will likely take the form of various debuffs in the near term. We're still not sure whether we want to allow true invisibility.
* Necromancy: This is actually one of the easier schools to get in, excluding undead-creation. I'm just waiting on the Drained debuff before turning on a whole lot of nasty attacks. The plan is eventually to get the ability to use creature type as a conditional, in which case I can put in effects that are pro-or-anti existing undead (need this for Channel Energy too, so hopefully it'll be sooner rather than later). We may get animated dead that work like Conjuration summons around the same time as we get summons. We may allow Necromancers a persistent undead pet once we get pet tech (I have balance reservations about this, but we'll see). You will likely never have a whole army of undead to yourself, for reasons we've outlined previously when Necromancer threads have popped up.
* Transmutation: A lot of buffs from this should be in, with even more to follow. Effects that visually change your character model are probably some ways off, but not out of the question.

Goblin Squad Member

@Stephen
Thanks for the update. This has been one area where I have had major concerns since the beginning, but it looks like the right people are in the right places for this :D

Goblin Squad Member

@Stephen
Thank you. Still hope for summoner 3-4 years down the line.

Goblin Squad Member

albadeon wrote:
... it appears that the intelligence gain from learning a wizard spell (in the AbilityBonus Lvl1 file) is 10 times the amount it should be...

I was going to ask you to provide a specific example, including which tab page you're looking at, but I realize that's not the same file I'm used to looking at.

I'm maintaining Pathfinder Online (Public) that contains massaged spreadsheets based on what the devs give us. There's a sub-folder named "Raw from the devs" that has the latest files they sent us, without any modifications.

I encourage everyone to only link this folder, as the links to files within it might break, or get out-of-date.

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