PLEASE, change the starter town goblins' loot tables before the start of EE!


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Goblin Squad Member

They aren't eliminating drops. They're eliminating drops from starter town goblins, and armour drops from low-level mobs. Every mob except the starter town goblins will still drop everything they did before, except less armour.

Goblin Squad Member

Neadenil Edam wrote:

I am surprised people are so stressed by an overabundance of crap gear that no sane person will ever try and craft when +1 equivalents take about 1 day more training.

I am also curious how coin is supposed t get into the economy at all if nothing drops it. If you eliminate coin drops you will need some sort of RMT for coin deal.

Edam whats you talking about? Why would nothing drops coins all of suddenly? Forcing people to go utside the first 100 m of the starter town hardly change anything...

And reducing the drops of crap that fills up Vaults and AH isn't bad either.... I would have prefered that droppings should be of inferior durability instead, like 5 or 3 ....

Goblin Squad Member

Schedim wrote:
Neadenil Edam wrote:

I am surprised people are so stressed by an overabundance of crap gear that no sane person will ever try and craft when +1 equivalents take about 1 day more training.

I am also curious how coin is supposed t get into the economy at all if nothing drops it. If you eliminate coin drops you will need some sort of RMT for coin deal.

Edam whats you talking about? Why would nothing drops coins all of suddenly? Forcing people to go utside the first 100 m of the starter town hardly change anything...

And reducing the drops of crap that fills up Vaults and AH isn't bad either.... I would have prefered that droppings should be of inferior durability instead, like 5 or 3 ....

meh ... I am not really bothered as you can kill more starter critters sprinting around with AoE attacks per hour (if you really want 5 million tokens of lesser flatulence) then you can ever possibly achieve waiting for the starter goblins to respawn :D

Armor for new players is going to be another issue. The change may well push the already unbalanced preference for ranged attack even further in favor of ranged.

Goblin Squad Member

Neadenil Edam wrote:

(if you really want 5 million tokens of lesser flatulence) then you can ever possibly achieve waiting for the starter goblins to respawn :D

Those Tokens ARE driving me crazy, I hate them ... I really don't understand why they exist, their role could easily be covered with potions and could actually turn Alchemist and Apothecary into viable professions...

The thing with lower duration on droppings is to creating an excuse to create some +0 armour (as you have to craft them anyway in order to increase crafting) and spend some of those +0 resources as they have to be created anyway for the same reason...

I agree with the ranged, I really really hope they activates ammo SOON, it would also drive the trading up, and as arrows was one thing I had in vision for my peddler as a main trade I kind of have a certain interest in that.

Goblin Squad Member

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Actually, I think tokens could be used as Salvage, in place of something else in an Alchemy recipe.

As a matter of fact, I think it would be badass as hell, if certain rare things dropped that would be considered "Component" Salvage, allowing you to put it in place of a refined component.

Goblin Squad Member

TEO Cheatle wrote:

Actually, I think tokens could be used as Salvage, in place of something else in an Alchemy recipe.

As a matter of fact, I think it would be badass as hell, if certain rare things dropped that would be considered "Component" Salvage, allowing you to put it in place of a refined component.

It would be nice if they at least could work as crystals or SOMETHING at all..

The greater Tokens are worth to equip, of the lesser only curing one and perhaps freedom is of any significant use IMO. The rest... is just waste of space.


deleted. I missed the point.

Dark Archive Goblin Squad Member

So I have a counter proposal.

What if:

We had the ability to hire a mercenary (say, a generic orc fighter) to kill goblins over and over for us, and at the end of the day, we get 80% of what he looted. (If you feel evil, demand more or kill him and take his stuff)

Anyone that sees the orc fighting the goblins has the opportunity to kill it and take its stuff. They get a rep hit, but it's less significant than if they had killed a player doing the same thing.

This means that an opportunistic player can find in game areas with low traffic and create orc labor forces to make as much money as possible over the course of a day.

And it would emphasize social and crafting skills over combat, so if you got ambushed while collecting your paychecks, you'd be a HUGE loot pinata.

Goblin Squad Member

That appears to be the exact opposite of fixing what they are trying to fix, in that it only adds another way for a bunch of low level gear to enter the game, when they're trying to prevent it.

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