Now that you have played Alpha, what race / role and craft skills will your 'main' be pursuing?


Pathfinder Online

Goblin Squad Member

Just curious what everyone is thinking as I haven't made a firm decision for myself.


Dwarf

Shadow Lodge Goblin Squad Member

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Elf Sorcer(er|ess), if it does crafting it'll be something sorc-y.

My alt will probably also be an elf and be a crafter. Not sure what kind yet, haven't looked too deep into the options.

(I'm going all-elf because Blackwood Glade is an RP elf-haven/colony)


Dwarf and crafting metal stuff

Goblin Squad Member

Human commoner/smelter.

Goblin Squad Member

I'm enjoying my Human Cleric enough that he's a strong contender, but I've not given "fair" time to other Roles yet, nor any crafting beyond minimal gathering.

Goblin Squad Member

I'll be an elf, and will likely build out from a basis of skirmisher with an eye toward my future Ranger or Druid. To a lesser extent he will also use gathering skills. I need to see how effective the sling is relative to longbow, but for melee I am pretty happy with the spear.

Initially he'll likely prefer longbow which will suggest the Ranger track, but if slings are reasonably viable then Druid grows more likely.

My twin will likely also be an elf, I'm thinking Wizard, but early-on he'll be more focused on leatherwork and related skills.

Goblin Squad Member

Erian will be an Elf (to eventually become Half-Elf) and Wizard/Rogue with a focus on Knowledge and Personality skills (to eventually become Aristocrat/Bard). He's a diplomat, mediator, and peace-maker that excels in group and settlement support. Figuring out eh paths to work up the various Knowledge skills has been interesting--Religion is the hardest so far without thinning his focus out even further into Divine combat areas. Thankfully we've got lots of Cleric-minded folks in the Keepers of the Circle, so I can probably leave that one to team mates.


It's my understanding that alts will not gain experience unless you purchase an extra EXP slot for characters, not sure when that will be an account feature.

It seems to me, having alts that are gaining exp will slow progress on your main character.

Goblin Squad Member

For alternate characters, yes, but for those of us with a Destiny's Twin it's not as much of an issue.

Goblin Squad Member

Stage one Create Diella the disoriented likely will be going fighter/rogue with a eye to going ranger when that gets in focusing mainly on gathering skills.

Alt likely will just be a no xp gaining alt until I can purchase the extra charter slot or destiny twin becomes activeble. When you are able to get extra character I will buy that

stage 2 when features become available
.extra charter will be human focusing strictly on refining. (commoner)
.destiny twin human until gnome becomes available focus mainly on crafting (expert) she will also be my role play character. May take some levels in bard

Goblin Squad Member

@Doc I think xp accrues on both equally whether a destiny's twin or a second paid account, whether you have only one elf or seven dwarfs.


Wow, so just read up on what "Destiny's Twin" is, and am super bummed I wasn't aware of PFO during it's kickstarter.

Goblin Squad Member

The slow down will come in actually getting the Achievements necessary to spend the XP on the things you want to advance. May not be an issue for those thata can play lots of hours/week. For me, I'm not in that pool so my DT will likely be craft-focused on thus mostly get Achievements from things that can be done in town.


Being, my point was that unless you have Destiny's Twin or additional paid character slots, your alt will not be gaining experience. If you set it as the char gaining EXP your main will not be gaining EXP.

Goblin Squad Member

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I will go with a Human Rogue / Fighter role. I'll train a few gathering skills, but nit put too much in them. I won't go out specifically to gather, but I won't pass up a resource if I have the time.

As for crafting, I will craft the tears of harvesters, merchants, outpost managers and those that hold POIs. I will harvest corpses I stumble upon, like a jackal. I will latch onto any siege, and join in for the sacking of any non allied settlement.

A Lord of Larceny shall be my role, and I can't wait until the game mechanics allows me to fully realize that goal.

Goblin Squad Member

Doc || GenAknosc wrote:
...I wasn't aware of PFO during it's kickstarter.

There were quite a few Destiny's Twins bought that're likely to end up sold; a few have changed hands already. I've no idea what prices will end up being, of course...

Goblin Squad Member

KotC - Erian El'ranelen wrote:
The slow down will come in actually getting the Achievements necessary to spend the XP on the things you want to advance.

This is definitely true over the long haul.

In the first couple of weeks of Early Enrollment, however, I'm realizing that the biggest block will come from not having access to Gear that makes use of advanced Feats. This may make it more attractive for some folks to diversify a bit more than expected early on.

Goblin Squad Member

Gear's definitely been my road-block so far. I'm sitting on a huge pile of experience, with achievements complete, but no gear to justify spending anything.

Liberty's Edge Goblin Squad Member

KotC - Erian El'ranelen wrote:
Erian will be an Elf (to eventually become Half-Elf) and Wizard/Rogue with a focus on Knowledge and Personality skills (to eventually become Aristocrat/Bard). He's a diplomat, mediator, and peace-maker that excels in group and settlement support. Figuring out eh paths to work up the various Knowledge skills has been interesting--Religion is the hardest so far without thinning his focus out even further into Divine combat areas. Thankfully we've got lots of Cleric-minded folks in the Keepers of the Circle, so I can probably leave that one to team mates.

Hmm... I'm going to pick your brain, then, as Deianira will be going sorceror/bard, and dipping into aristocrat if Hammerfall needs it. I'd already figured out wizard/rogue was the way to start but you've obviously done more work on it than I have!


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I'll be in disguise, all rougue-like, as a Human until they add Halflings (take your time, GW, perfection can tend to take a little more work). I imagine I will be buckling some swashes all across the land. I'll be more of a "gatherer" than a crafter.

Goblin Squad Member

I confess, I'm not 100% certain it's holding me. At the moment, if I continue participating, I will probably aim for a resource gatherer for my settlement.

Goblin Squad Member

Caldeathe Baequiannia wrote:
I confess, I'm not 100% certain it's holding me. At the moment, if I continue participating, I will probably aim for a resource gatherer for my settlement.

Give it time.

Goblin Squad Member

Dwarf - Bunibuni, Wizard
Human - Fabio Fabtabulous [that one hair style just screams "Fabio!" Now if we could just get a smiling face with lots of white teeth showing], Fighter
Elf - cleric? Rouge? Wait for next role to come out?

yeah, I want to play 3 characters if I can afford it. :-0

Scarab Sages Goblin Squad Member

I plan to make my main much like my current character: A Cleric/Rogue with gathering skills. I'm thinking I'll probably split my refining into an alt, though. Multi-classing is one thing, but trying to do everything on one character is just not likely to work well.

When halflings and druids enter the game, a different character will probably become my main.

With a functioning market/auction house, I hope gear won't remain as high of a barrier as it is now. Drops might remain uncommon, but at least they'll have an easier time moving from the characters who find them to the ones who need them.

Goblin Squad Member

It really depends. At this state the game has several factors so unbalanced that I'm not confident in choosing a role.

If things stay the way they are, a crusader cleric would be an insanely good pick for what I want to do.

But given the scout role is basically built around what I want to do, I figure it will be the better choice longterm.

I'd like to just play my DT and give Goblinworks a chance to address the imbalances in the game before I spend much of my main's XP. Especially since feuds and the WoT are still a ways off so I can even pursue my desired style of play until then.


T7V Jazzlvraz wrote:
Doc || GenAknosc wrote:
...I wasn't aware of PFO during it's kickstarter.
There were quite a few Destiny's Twins bought that're likely to end up sold; a few have changed hands already. I've no idea what prices will end up being, of course...

haha Ryan saying stuff like they should be valued at TEN THOUSAND DOLLARS is not helping the matter.

It def seems good, but I've taken a step back in my PFO love.

I wouldn't mind putting up 15 bux once in awhile for a month of exp, either (altho, dare I say there should be a discount if you already have 1 subbed acct...)

The main issue for me is being able to switch exp gainer at EE start, and I have seen conflicting answers to that one.

As for me, I ideally want to be a Necromancer. A real one, not a 'good' one. A good hearted undead summoning one. I will summon my undead and do charity work.

I want to see how the economy shapes up. In a lot of games, I like to have a crafter, but this game seems pretty cut and dry in terms of crafting. Not a lot of special items, so I may not need to. If no cooking (another boo), then I think I will spec my alt as a Dwarven Hammer fighter. I wanna build tanky and be a real front liner, not as much a dpser but someone who can go toe to toe with just about anyone.

Goblin Squad Member

celestialiar wrote:
...switch exp gainer at EE start...

They've declared that the Minimum Viable Product will allow only one Experience-earning character per account. More characters, and the ability to re-direct the "pipe" of XP-gain from one character to another will follow later.


I had planned on a smelter metalworker but with the alpha system broken, I couldn't even test it really. It seems less complex than I had hoped. The initial description of gathered resource quality seems lost. I had envisioned learning keywords and being able to customize your crafting, but instead everyone produces the exact same thing. They seem to have built in a lot of interdependency between the fields which is good, but I just don't see enough depth to occupy a full time crafter.

As I am not big into the PvP, adventuring may have problems. A loud portion of the forums seem actively hostile to pve and from prior goblinworks statements / decisions with the WoT, pve does not seem like it will get much developer attention for a long time.

I will still go the smelter metalworker route at launch. How long that lasts is unknown.

Scarab Sages Goblin Squad Member

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Loko Loki wrote:
The initial description of gathered resource quality seems lost.

I think it's less "lost" and more "not implemented yet". With encumbrance also not implemented yet, resource quality wouldn't make much difference right now, anyway.

Being able to embed specific keywords into items would be neat, but you're right - that doesn't seem to be part of the plan (at least not yet).

With the right recipes, you can produce different quality levels of the same items, but yes, many metalworkers will make the same items you will. Being part of an interdependent web of crafters should still have its moments, though.

In PFO, nearly everything will be player-made. That means even the most gung-ho PVP raiders will be depending on PvE gatherers, refiners and crafters to make their arms and armor.

Some of the PVP community have urged Goblinworks to put minimal effort into developing PvE systems, like monster AI. I doubt Goblinworks is going to completely stop improving the PvE experience just because a few people asked them to.

Even PVP diehards may have to break down and do some PvE when a maxed-out escalation makes it too dangerous for their own gatherers to supply their refiners and crafters with materials to keep the PvP engines running.


Loko Loki wrote:
It seems less complex than I had hoped.

yeah, unfort. Get the recipe, get the goods, bake.


Oh, I know gathering and pve will be an integral component. But that doesn't mean that it will be FUN.

Yes there is different + lvl recipes and I did figure out how the system avgs each stack before avg the stacks for the final +. So I would still refine +1,+2 resources for times when +3 in one or two stacks wouldn't gain a final + and is not worth wasting components and refine time. But the end result is the same armor / weapon with the exact same keywords. I was hoping for something closer to SWG where individual planning and resource management yielded better results.

It could all still work out as the EE progresses and more things get implemented or changed. The only one character will mix things up. No alts with their separate crafting que will slow things down. It may reduce the initial bandits.

Shadow Lodge Goblin Squad Member

My main is going to be Sir Grant Kurok, half-orc warpriest of Shelyn/Brigh.

So since most of that isn't going to be in the game any time soon, I am going with dwarf fighter/cleric with weapon and armor crafting. Also picking up paladin stuff as well when that is added.

No clue about my Destiny's Twin, maybe alchemist? I should have time to figure that out before they are added.

Grand Lodge

Human

Father Title.

All gathering skills, a few refining skills, and 1 crafting skill.

Splash in a full Cleric and pick up Commoner when it becomes available.

Looking to own/run my own Farm PoI and raise animals. when it becomes available.

Eventually Druid.

Goblin Squad Member

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KarlBob wrote:

Some of the PVP community have urged Goblinworks to put minimal effort into developing PvE systems, like monster AI. I doubt Goblinworks is going to completely stop improving the PvE experience just because a few people asked them to.

LOL ... they are probably ex-EVE players. There is a prevailing attitude in some circles in EVE that PvE is a scourge on the game and PvE players should be forced to leave as they are corrupting the purity of the game or some such.

It's ironic considering the combat system in EVE is very 1990's and mainly consists of using drop down menus and hitting F1 with the occasional foray into "manual piloting" by clicking randomly in a direction in space :D

When CCP tried to develop technology to allow in station role play there was a furor, partly because people felt the time was better spent fixing combat bugs but also to a large extent because a "walk around in station" feature would encourage the wrong sort of player.

Grand Lodge Goblin Squad Member

My main will be Thod - Dwarven Gatherer first (60% of XP), sprinkle in 20% each for fighter and crafter.

The destiny twin is planned to be Theodum, Human - 80% crafter, 20% wizard.

Later in game one or both will get an official role as settlement leader with skills/feats to help him but the early days is hands-on work. No Senechal or similar which just stays in town.

My wife plans not to play much - so I have earmarked here early on to help as dwarven crafter 70% / Fighter 20% / Gatherer 10%.

Her destiny twin isn't decided yet.

I leave it up to my son what he want to make out of his character and destiny twin.

My experience is - specialization early on only works if you have a support network. Players who gather items and recipes for you, players who go out hunting and fighting with you.

Gathering works perfectly fine solo - so does fighting smaller / weaker groups - provided you manage to get armour and a good weapon.

I should add: Craft includes refining here. There are several key roles in an settlement economy that need to be done by someone online often enough to take raw materials, refine them and distribute again.

I managed to get a basic economy working within a little bit over a week and playing 3 characters with some help from my son as well as some donations from other players.

I still struggle with armour (curse you crafting time bug - not spending 150 hours on a chain shirt with a dwarven crafter) and weak varnish (curse you weak aromatic being labeled uncommon). But these are minor hickups that will hopefully be fixed as early as tonight.

The more support you have, the bigger your settlement is and the more active player you have, the more you can specialize and find a specific role. But as leader of a sttlement I need to ensure I get gaps filled until everything works. This means sometimes using a few days of XP on a craft I don't plan now but that is needed urgently until someone else can step in.

This will sort out itself when we get to tier 2 as by that time it is too much effort to fill in a gap. But up to level 3-5 this is likely what will happen.

Goblin Squad Member

Nari Stonefeet will be a proud and fierce dwarven battle cleric (ie. more fighter than cleric ...), follower of Torag (ie. with a little bit of smith-line crafting)

Scarab Sages Goblin Squad Member

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KoTC Edam Neadenil wrote:
KarlBob wrote:

Some of the PVP community have urged Goblinworks to put minimal effort into developing PvE systems, like monster AI. I doubt Goblinworks is going to completely stop improving the PvE experience just because a few people asked them to.

LOL ... they are probably ex-EVE players. There is a prevailing attitude in some circles in EVE that PvE is a scourge on the game and PvE players should be forced to leave as they are corrupting the purity of the game or some such.

It's ironic considering the combat system in EVE is very 1990's and mainly consists of using drop down menus and hitting F1 with the occasional foray into "manual piloting" by clicking randomly in a direction in space :D

When CCP tried to develop technology to allow in station role play there was a furor, partly because people felt the time was better spent fixing combat bugs but also to a large extent because a "walk around in station" feature would encourage the wrong sort of player.

CCP compounded the problem by making each avatar trapped in its own small room, unable to interact in any way with other avatars. Then they left it at that stage until the player revolt convinced them to give it all up as a bad idea. They also sold expensive clothing and accessories for those isolated avatars (the classic example being 70 US dollars for a cyber-monocle*).

CCP tried to push the avatars on the players before developing anything for the avatars to do. Totally backwards thinking. If they ever go back to this project, they'd better develop amazing things for the avatars to do before they say a word about them to the players.

Just being able to gather a dozen avatars in a room, and having a few basic interaction systems, would have lead to the players coming up with things to do. The isolation was just the nail in the coffin. Entirely too bad.

Luckily, now there's a sandbox MMO where avatar gameplay is the norm (PFO).

*Note: To many of us, basecamps and smallholdings aren't cheap, either, but they have a function. They do something useful in the game. EVE monocles didn't do anything. They just sat on an isolated avatar's face. A player who bought one couldn't even show it off to other players, except by modeling it for the character's profile picture.

Goblin Squad Member

KarlBob wrote:
They also sold expensive clothing and accessories for those isolated avatars (the classic example being 70 US dollars for a cyber-monocle*).

* Just noting that the monocles weren't Ryan's fault... ;-P

Goblin Squad Member

I wasn't even in the company for the Monocle.

:-)

Scarab Sages Goblin Squad Member

If Ryan had been there, maybe he could have pointed out how incomplete some of these ideas were, or helped them come up with a more reasonable schedule for introducing them. Then again, the people making the decisions might not have listened. Monocle-gate revealed some deeply-entrenched "We're always right," thinking within the upper ranks of CCP.

Goblinworks Executive Founder

celestialiar wrote:
T7V Jazzlvraz wrote:
Doc || GenAknosc wrote:
...I wasn't aware of PFO during it's kickstarter.
There were quite a few Destiny's Twins bought that're likely to end up sold; a few have changed hands already. I've no idea what prices will end up being, of course...

haha Ryan saying stuff like they should be valued at TEN THOUSAND DOLLARS is not helping the matter.

That was actually me, calculating the NPV of Destiny's Twin, using a few standard business rules about future discounting, and getting an estimate of about $5k.

Goblin Squad Member

KarlBob wrote:
Monocle-gate revealed some deeply-entrenched "We're always right," thinking within the upper ranks of CCP.

One wonders whether CCP hired anyone with an eye toward getting them past that stumbling-block.

Goblin Squad Member

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T7V Jazzlvraz wrote:
KarlBob wrote:
Monocle-gate revealed some deeply-entrenched "We're always right," thinking within the upper ranks of CCP.
One wonders whether CCP hired anyone with an eye toward getting them past that stumbling-block.

If they did, perhaps he needed a reading glass?

Goblin Squad Member

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Personally if people want to pay 70$ for a cosmetic as simple as a monocle I hope GW indulges them then uses the money to develop something meaningful.

Grand Lodge

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5 dollars for Nail Polish? Why not!


Dwarf, Axe Fighter, Lawful-Neutral (so when they aren't looking ;-) )

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