How long will it take new players be able to catch up to veterans?


Pathfinder Online

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Goblin Squad Member

By which I mean, skills and levels etc.

Any idea? Or projected times?

Goblin Squad Member

This is a game with no level cap so everyone will keep adding skills forever.

However as characters grow they will likely tend to diversify. The obsession with mn/max single focussed characters is an artifact of level capped games like traditional MMOs and TT gaming.

Thus in specific areas you will catch up to all but the one or two super focussed vets in a reasonable time. It will however take a bit longer than EVE as in EVE you only have 5 levels per skill and no ability caps.

Goblin Squad Member

To be honest,I think the "diversify angle" is not always telling the whole truth.

It is certainly true that someone only 6 months into the game, can be a skillfull Bowman that can dish out some serious damage. However, after 3 years into the game, I will not only be that skillfull Bowman(but even more skilled), but my second role (to which I can switch to in an instant) will be a fully fleshed out Cleric. So I can buff and heal myself while dishing out the Bow damage. I will also have Traveldomain maxed so I will always run a bit faster then the Bowman who has Traveldomain at level 1 maybe.

I feel all this qualifies for "more powerful" too.

Being able to switch between two roles in an instant is a very powerful feature.

So I think the moment where players *truly* "catch up" is after about 1 to 1,5 years. By then you can have two roles on a reasonable level of power. After that it seems to become more versatility, where you can decide to equip Mage items, instead of your Cleric items, next to your Bow items. That is power "on a horizontal scale" while I think being able to switch between a Cleric and Fighter with one button push is power on a "vertical scale".

Goblin Squad Member

Except that you will not be able to switch between Healer/Archer or Travel/Bow during combat, so you'll only be getting the full benefit of your levels in one or the other.

Goblin Squad Member

The genius design of the game is you don't have to. For example if you're a crafter, anyone can use the items you craft, but can only take advantage of keywords they have trained through feats. So the demand for high level items will be much lower than the demand for lower level items, and all levels can be used by anyone.

Combat is similar, with diminishing returns and higher costs as you go. And there is no xp gained from combat. You can group with a wide variation of "levels" in your combat groups and everyone will still benefit.

It's kind of hard to explain but the old MMORPG concept of everyone racing to cap and "catching up" simply will not exist in this game. It's one of the most attractive features about the game.

Goblin Squad Member

<Flask> Ulf Stonepate wrote:
Except that you will not be able to switch between Healer/Archer or Travel/Bow during combat, so you'll only be getting the full benefit of your levels in one or the other.

You can switch between Cleric and Bowfighter during combat, that was the whole gist of my post. If you take a 3rd, 4th 5th or 12th role, then yes, you have to lug around a lot of stuff and switch gear before combat. That is the "versatile" part, or horizontal "power".

But the first two roles that you can equip at the same time add to direct vertical power imo.

So a Cleric/Bowman is more powerfull then someone who is only Bowman, because he has been playing for a shorter time and had to concentrate his XP into becomeing a somewhat skilled Bowman before he starts to spend XP in Cleric.

A cleric/bowman is not necessarily more powerfull then a Cleric/Bowman/Mage/Thief, since the player can only choose two roles. Well, actually you can mix and match implements and weapons too, so I am now sporting a Bow, a Symbol(Lesser Cure), a Staff (AoE damage) and a Trophy (Augment heal). That is Fighter mixed with Cleric and Mage. I will soon have to drop one (unless I take forever) but not just yet.

Anyway, not sure what I did explain wrong in my first post.

To Tyveil: I agree with you. AS per my example above where I mix and match, this is the beauty of the system. It is just that in the first 1 to 1,5 years you actually get a LOT of return for your xp if you spend it wisely. After that stuff evens out becuase the curves flatten out and the versatile comes into play more.

Goblin Squad Member

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Lugging a batch of alternate role unthreaded high tier gear around in your inventory "just in case" may not be the best of plans.

Grand Lodge Goblin Squad Member

I'm already switching between gatherer and monster fighter.

Pot steel plate +2 and unbreakable vs Loose warrior shirt +2 and pioneer.

Defense vs how much I can carry. This is a very cheap switch. Just a little over 500XP.

Off course this might not scale.

I also see specialist crafters vs crafters which do 3 different roles to be independent.

Tier 2 is several weeks XP. And new players will be fully functional but restricted or it takes them a lot longer. Off course new players are more likely to benefit from old ones. No need to do 2 or 3 crafts as it will be easier to get the right stuff via trade and settlement.

Grand Lodge Goblin Squad Member

Neadenil Edam wrote:
Lugging a batch of alternate role unthreaded high tier gear around in your inventory "just in case" may not be the best of plans.

My spare armour stays in the bank.

Goblin Squad Member

Thod wrote:
Off course new players are more likely to benefit from old ones. No need to do 2 or 3 crafts as it will be easier to get the right stuff via trade and settlement.

Agreed, the current situation where virtually everyone has a craft a couple of refines and some gathering using up 50% of their XP is an artifact of the failed AH system.

Players coming in later are goign to be able to just ignore crafting if they desire or focus on just one.

Thing is those skills are not "wasted" for older players, they served an important purpose at the time and are always there if needed later.

Goblin Squad Member

So if you want to be ,for example, "the greatest wizard in the world" for roleplay reasons, you have to had started during early enrollment and kept going?

Will a newer player always be in the shadow of the veteran who is focused on the same thing? Or will there be a point where increasing your "wizardness" (from the example) doesn't give any tangible benefits? thus giving the 'apprentice' the chance to become the 'master'. (Yay Star Wars sortof quote :P)

One of the benefits of a level cap is that you can always catch up regardless.
I've had the displeasure of being in games where , no matter how much you play or how hard you work at it, you will always be outshone by those who were lucky enough to get in early.

I don't think PFO is like that but I don't know enough to be certain.

Goblin Squad Member

Neadenil Edam wrote:
Lugging a batch of alternate role unthreaded high tier gear around in your inventory "just in case" may not be the best of plans.

Absolutely.

Goblin Squad Member

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Actually, thinking I might want to become the greatest bard in the world so I can sing the best song in the world.

And then later sing a tribute to it....

Goblin Squad Member

Natan Linggod 327 wrote:

So if you want to be ,for example, "the greatest wizard in the world" for roleplay reasons, you have to had started during early enrollment and kept going?

Will a newer player always be in the shadow of the veteran who is focused on the same thing? Or will there be a point where increasing your "wizardness" (from the example) doesn't give any tangible benefits? thus giving the 'apprentice' the chance to become the 'master'. (Yay Star Wars sortof quote :P)

One of the benefits of a level cap is that you can always catch up regardless.
I've had the displeasure of being in games where , no matter how much you play or how hard you work at it, you will always be outshone by those who were lucky enough to get in early.

I don't think PFO is like that but I don't know enough to be certain.

You will eventually max out a role, but that is planned to be 2.5 years of putting all your XP into just that role.

Once the new player learns everything there is to learn about being a Wizard he will have effectively caught up, but the greatest wizard ever will have spent the time the new player was catching up diversifying and learning new skills to support the role of wizard.

Goblin Squad Member

I think the idea that Tyncale is talking about as far as being limited in switching roles is DURING Combat. the only thing you can switch during combat is your weapon and implement. Your armor, armor feat, and feature feat remains the same. So to be a travel domain bowman, when you switch to cleric, you become a travel domain cleric. The only thing that changes is you put the longbow down in exchange for a melee weapon and swap out the implement to a divine focus. If you do a full feat/equipment swap before engaging in combat, that is different that in combat switching.

As far as lugging gear around with you, anything in your inventory (not equipped) runs a 25% chance to be destroyed outright when you die.

Goblin Squad Member

Natan Linggod 327 wrote:

So if you want to be ,for example, "the greatest wizard in the world" for roleplay reasons, you have to had started during early enrollment and kept going?

Wizardness will cap out eventually so the best you can manage will be the greatest Wizard for the time being.

Also, unlike other MMOs where a max leveled character is almost immune to the attacks of anyone more than a level or two lower even if blobbed, in this game "the greatest wizard in the world" will be able to be taken out by a group of much more mediocre wizards working as a team.

Goblin Squad Member

Ok cool. Thanks for the replies guys. :)

Goblin Squad Member

To put it more clearly - the roles have a cap and you can max a role. Your character however has no cap. If it maxes out one role after a few years it can start working on other roles.

In normal MMO the cap is on your total character meaning multi-classing effectively nerfs the individual roles and you can never max any of them. Given enuf time in PFO you can max all of them.


You can be in +2 gear in almost no time at all, whereas, we had to wait for crafters to get the skills (uphill, in the snow).

You are less than a month from being able to wear tier 2 gear.

Tier 3 gear isn't going to be showing up for hundreds of days, so getting to tier 2 will be the great equalizer.

If a new player listens to the advice of veterans, in 3 months he will have as good a character as those 4 month guys by skipping some of their mistakes.

Even that first 1000 exp you get upon logging in can be put to very effective use, if guided by veteran advice.

My 27 day old character can be taken out (or at least sent fleeing) by two players fresh out of the starter settlement, if they have a plan, some tenacity, and use the gear from the tutorial packs.

I have ~60,000 xp, but two 1,000 xp characters can probably do me in if they catch me alone. Though, I'm not sure how true that will be when I'm equipped in tier 2 sometime in February.

But by March, anyone who started Feb 1st or sooner can be in tier 2.


If you are a crafter and are worried that crafters will be ahead of you, remember that you can be crafting tier 2 gear in ~45 days, and tier 3 gear isn't showing up for nearly 300 hundred days.

Yes, if they do everything perfectly, the crafters that started first will be the first to pioneer new tier 3 gear into the markets... for a month. While that is a valuable opportunity, it really shouldn't be a deal breaker for late starting crafters.

Goblin Squad Member

Midnight of Golgotha wrote:
Yes, if they do everything perfectly, the crafters that started first will be the first to pioneer new tier 3 gear into the markets... for a month. While that is a valuable opportunity, it really shouldn't be a deal breaker for late starting crafters.

But also there won't be a sizable T3 demand for some time as well.

Needing 20+ in one stat will take good deal of XP across many skills.

I suspect that after a few months, once enough T2 recipes get seeded into circulation, that T2 will be the majority of the active economy.

(My thinking is 30% T1, 60% T2, 10% T3)

A new character can have some role as a producer or consumer in the T2 economy with about a month of XP. After about 2 to 3 months they could have strong activity in the T2 economy.

The T3 economy participation would take 6 to 9 months of XP. But after a character reaches 12 months age, I don't expect to see much power ability difference between 12 month players and older ones.


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I think diversification is completely beside the point. The way new folk catch up will be by gaining their lower levels faster than the veterans do higher levels.

To put it simply, if it costs the level 6 guy a week to hit level 7, and it costs the level 1 guy one day per level below 7, they're going to draw even pretty fast.

The level 6 guy will always have a lead, but it will decrease in meaning. It's like starting out with 500 bonus XP in Pathfinder—sure, it's awesome at low levels, but it loses significance pretty fast.

Goblin Squad Member

To illustrate my illustrious kobold's point:

For crafting here are the early 30-day break points.

1 month (32.4 days) Rank 8 crafting
2 months (61.2 days) Rank 10 crafting
3 months (103.3 days) Rank 12 crafting
4 months (130.2 days) Rank 13 crafting.

After 4 dedicated months each additional month is at best only one rank of skill. And with a two month gap, there is only about 2-3 ranks difference.

Combat related skills is little less straight forward. But in the time it takes to get one combat skill to rank 4 you could instead have three combat skills at rank 3.

Goblin Squad Member

I have also calculated(actually, Nightdrifter) that if you want to max ALL skills and Feats that are currently in the game, it will take you 76 years.

Minmaxers will have a hard time. :)

Still doable for the really young among us. THough I can hear the moaning when they introduce new Roles and skills. ;)


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Darn, I'm going to have to exercise more and eat better if I want to max my characters. ;-)

Goblin Squad Member

Savage Grace wrote:
Darn, I'm going to have to exercise more and eat better if I want to max my characters. ;-)

Thats... like, effort and such. If I wanted that I wouldn't be the lazy SOB I am. :P

...and likely wouldn't play video games near as much!

Goblin Squad Member

...76 years...

The Obsessive completionist part of my personality is now twitching on the ground...

Grand Lodge

The completionist in any player will be required to understand that at BEST the closest they will ever come to completion is through the actions, talent, and resources an entire alliance, nation, or settlement they take part in.

Nobody will ever have everything, but in time, some people will have access to someone who can help them get what they seek.

Goblin Squad Member

Natan Linggod 327 wrote:

...76 years...

The Obsessive completionist part of my personality is now twitching on the ground...

You could always buy like 30 accounts and train everything simultaneously ;)


Basic numbers assuming you are focussed enough with your character:

1 month to Tier 2
1 year to Tier 3
2.5 years to "level 20"

Levels don't matter as much as tiers do. If you are fighting someone in the same tier as you, even if they have been around longer, you will still be close enough in stats to have a decent chance of winning.

Diversifying your character can really hurt your advancement, so don't do it. DO be sure to have your secondary weapon (if you are a combatant) at Rank 4 attacks (Tier 2)- but you don't need to invest in it any more than that.

If you are a crafter or refiner, try to focus on one skill. Its difficult, I know, but will make you far more valuable in the long run.

Scarab Sages Goblin Squad Member

Learning absolutely everything to the maximum possible degree on a single character just isn't part of the plan for this game.

On the other hand, in more traditional rigid class MMOs, a single character simply cannot learn anything outside of his or her class.

In terms of "catching up", there's also the fact that a lot of first month players have spent XP on lots of feats without knowing what they do. The in-game documentation will improve eventually, so a Month 6 character might be able to catch up to a Month 1 character in a single role pretty quickly, because the Month 6 character should have a much better idea of which feats to buy, in which order, to become effective at that particular role.

When new roles enter the game, existing characters will probably benefit from some cross-role synergy (e.g.: fighter and cleric training might give a new paladin a head start), but in the new feats specific to that role (e.g.: lay on hands, holy auras), everyone will be starting from zero.

Scarab Sages Goblin Squad Member

sspitfire1 wrote:
Diversifying your character can really hurt your advancement, so don't do it.

I wouldn't go so far as to say "don't do it", but I would advise moderation. Training in two combat roles isn't likely to cripple anyone. Training in all four combat roles, a crafting skill, a refining skill, and three gathering skills, on the other hand, is a bad plan. (Yes, you'll lose your hat.)

Quote:
If you are a crafter or refiner, try to focus on one skill. Its difficult, I know, but will make you far more valuable in the long run.

This one I agree with whole-heartedly. Craft skills get expensive fast. If a single character tries to advance a crafting skill, two or three refining skills that feed their crafting skill, and three or four gathering skills that feed their refining skills, then their progress in the crafting skill will be very slow.

This game is very strongly group oriented, both in the combat roles and the non-combat roles. Join a settlement whose members and philosophy you like, and you can have someone else doing the gathering, and someone else doing the refining, leaving you free to devote more of your xp to your crafting skill. (Or your gathering skill, or your refining skill, whatever floats your boat.)

Goblin Squad Member

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sspitfire1 wrote:
Diversifying your character can really hurt your advancement, so don't do it. DO be sure to have your secondary weapon (if you are a combatant) at Rank 4 attacks (Tier 2)- but you don't need to invest in it any more than that.

I would take with a minor change. Once you are focusing on Tier 2 (anything) pick one thing. I don't think diversification with Tier 1 abilities will be that much a detriment. And with T2 a 80-20 split won't put you far behind the curve over time.

Right now most people have at least two active XP earners, so doing a "crafting" alt and a "combat" alt is fine. But in the end, you have to consider the "fun" value of single character player. If a crafter takes "one month off" to train some combat/adventuring roles, then the player can participate in other activities while all the crafting queues are done.

Goblin Squad Member

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Here is what I have on my "combat" character:

Weaponsmith 3 (5,342 xp) -- All Steel weapons
Armorsmith 2 (1,908 xp) -- All basic fighter armors and one Freehold/explore
Smelting 4 (11,447 xp) -- All steel bits at +2 or more
Tanner 3 (5,342 xp) -- Basic Hide sheets and Strips for armor and weapons
Apothecary 3 (5,342 xp) -- Weak Varnish +2

My Twin has Sawyer for Pine haft +3

So for about 12 days worth of XP I can make all the T1 armor and melee weapons I will want to use.

Will I go further than this, I don't know. But over time I don't feel like I wasted any of these crafting skills. As more players come in, I still think there will a large enough T1 market to make some profit. And since I control my whole supply chain, I only need to consider my time value. I don't expect T1 markets to have great margins, but good ones to help supplement my adventuring gains.

Even if I wanted to just focus on a completely different crafting feat going forward, I don't feel that one month loss is going to be that significant by the time OE comes around. But I will have a lot of fun getting there instead of staring at crafting queues all day.

Goblin Squad Member

sspitfire1 wrote:


Diversifying your character can really hurt your advancement, so don't do it.

I disagree. The only thing you lose is time, and the amount spent on tier 1 skills will be insignificant compared to later. The non min/maxers and new players will all play significant roles in the game. Now in tier 2 and up, you're right. I'd be very careful about diversifying there.

Goblin Squad Member

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KarlBob wrote:
Training in all four combat roles, a crafting skill, a refining skill, and three gathering skills, on the other hand, is a bad plan. (Yes, you'll lose your hat.)

+1 for Girl Genius reference.

Scarab Sages Goblin Squad Member

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Yrme wrote:
KarlBob wrote:
Training in all four combat roles, a crafting skill, a refining skill, and three gathering skills, on the other hand, is a bad plan. (Yes, you'll lose your hat.)
+1 for Girl Genius reference.

Thanks. I figured someone here would recognize it.

For those who didn't, the relevant dialogue from Girl Genius (Note - Misspellings indicate outrageous fake German/Eastern European accent):

"Dis is turnink into vun of dose plans... Hyu know, de kind vere ve keel everybody dot notices dot ve's killin' people?"

"It is?"

"Uh huh. And how do dose alvays end?"

"De dirigible is in flames, everyboddyz dead an' I've lost my hat."

"Dot's right. Und any plan vere you lose you hat iz?"

"A bad plan?"

"Right again!"

Goblin Squad Member

KarlBob wrote:
sspitfire1 wrote:
Diversifying your character can really hurt your advancement, so don't do it.

I wouldn't go so far as to say "don't do it", but I would advise moderation. Training in two combat roles isn't likely to cripple anyone. Training in all four combat roles, a crafting skill, a refining skill, and three gathering skills, on the other hand, is a bad plan. (Yes, you'll lose your hat.)

Actually taking a gathering skill to Tier 2 only takes 8 days.

So yes in month one taking 3 gathering skills to T2 would kinda nerf you for everything else.

However 6 months down the track its likely many people will have all 4 gathering skills at T2 just for the opportunistic T2 gathering possibilities.

Scarab Sages Goblin Squad Member

Neadenil Edam wrote:
KarlBob wrote:
sspitfire1 wrote:
Diversifying your character can really hurt your advancement, so don't do it.

I wouldn't go so far as to say "don't do it", but I would advise moderation. Training in two combat roles isn't likely to cripple anyone. Training in all four combat roles, a crafting skill, a refining skill, and three gathering skills, on the other hand, is a bad plan. (Yes, you'll lose your hat.)

Actually taking a gathering skill to Tier 2 only takes 8 days.

So yes in month one taking 3 gathering skills to T2 would kinda nerf you for everything else.

However 6 months down the track its likely many people will have all 4 gathering skills at T2 just for the opportunistic T2 gathering possibilities.

Okay, drop the gathering skills part. I stand by the idea that trying to train all four combat roles, a crafting skill and a gathering skill continuously and indefinitely on one character is a bad idea. (Not just picking up a few T1 levels of each, but trying to max out/reach T3 in all of those things simultaneously.)

Also please note that I didn't advise "don't diversify," I advised "diversify in moderation."

Goblinworks Executive Founder

Natan Linggod 327 wrote:

So if you want to be ,for example, "the greatest wizard in the world" for roleplay reasons, you have to had started during early enrollment and kept going?

Will a newer player always be in the shadow of the veteran who is focused on the same thing? Or will there be a point where increasing your "wizardness" (from the example) doesn't give any tangible benefits? thus giving the 'apprentice' the chance to become the 'master'. (Yay Star Wars sortof quote :P)

One of the benefits of a level cap is that you can always catch up regardless.
I've had the displeasure of being in games where , no matter how much you play or how hard you work at it, you will always be outshone by those who were lucky enough to get in early.

I don't think PFO is like that but I don't know enough to be certain.

Sorry, but "the greatest wizard in the world" is not a legitimate character to roleplay in a massively multiplier game. You have to choose between "very powerful wizard", and/or "wizard who believes he is the most powerful in the world".

Because your roleplay choices should never limit the roleplay choices of others, and there is only one character who is the superlative wizard.


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I thought the same, Decius, but it's possible Natan was just using tat as a hyperbolic example, so I gave him the benefit of the doubt. I assume he just meant "if you want to be up there as one of the greats" in general.

Goblin Squad Member

Well yeah, like in the tabletop, a character might aim for being the greatest whatever in the world, but mechanically nothing stops there from being several beings at the same level of power.

Can you change what you've trained in? If you make a mistake or find you aren't enjoying the skills you've chosen?

Goblin Squad Member

Sure- you can start training along a different path whenever you like. No training choices you make will limit your ability to make different choices later.

Goblin Squad Member

Natan Linggod 327 wrote:

.

Can you change what you've trained in? If you make a mistake or find you aren't enjoying the skills you've chosen?

Depends what you mean:

1) Being a capless system there is nothing to stop you training a different role instead and any previous training will not limit you in any way, it will just take time to level up in the new role.

2) It has been made clear there will be no retraining/reskilling options. Such options are sometimes necessary in old school capped MMOs and TT (and often exploited) but in a capless MMO it only encourages obsessive min/max thinking inappropriate to a game with no level caps. Reskilling is unnecessary in a capless MMO.

If you really have an uncontrollable urge to have the perfect min/max build and be best on server at a particular role its probably the wrong game for you. Sandbox MMOs are not something you can "win".

Goblin Squad Member

Being the best you can be isn't a bad thing. I don't know why people think that in relation to games, tabletop or otherwise.

Grand Lodge

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Being the best you can most certainly IS a bad thing in such cases that being "optimal" or "best" means following some guide that gets updated ever week as to what the new FOTM is.

PFO will probably never have the kind of typical build guides that help players learn new Roles because the game is intended to have as many valid Role builds as there are ways to spend XP.

In terms of using the "I'm the best" attitude in roleplaying that's all perfectly good and well. I'd even say there is NOTHING stopping someone who buys the game in 6 months from even succeeding at earning this lofty goal, entitled to him by some Nation or Tournament etc. You could win in fair fight after fair fight and turn out the victor against newbies, as well as the Day 1 EE players. The idea is that player skill and properly slotted equipment makes the player, not some number on your character sheet. To be the best means you have to convince OTHERS you legitimately are THE best. A different kind of PvP than the number-crunching for sure, but it's a different kind of cultural and social PvP system. The reason why it cant exist mechanically as a singular build is that no such "build" exists.

Goblin Squad Member

If you think taking advice from others on how to be the best you can be is bad, you should never listen to a gym instructor, teacher, drill seargent or self help tutor.

It doesn't matter if the advice is in an online guide or in a lecture hall, if it's about a game build or running a business, it's learning from anothers' experience and mistakes.

And the best sources of advice are always updated to include new information. Otherwise we'd never progress.

Goblin Squad Member

If EVE is anything to go by its not the character build or the equipment that matters the most.

What will make someone "best" is their in game knowledge of the environment, the opposition and tactics combined with how many friends they can trust.

Its not unknown for experienced PvP vets in EVE to take out quite low experience alt characters in "crap" ships on roams just for fun and regularly cleanup people with higher SP/XP characters in better fitted ships.

In addition the highly trained specialized characters in EVE that fly things like Titans are generally alts that only get used when the pilot gets a text message saying to login to the game fleet up and jump somewhere. The pilot will be spending most of his game time logged into another character in a HIC or T3 or Intie or grinding missions in a pirate battleship not stuck twiddling his thumbs sitting in a very expensive cap ship.

The title of the thread show quite a misunderstanding of these concepts. In this sort of game its not your character XP/build or gear that really matters its your in game experience and what friends you can bring to the fight.

Goblin Squad Member

Natan Linggod 327 wrote:
If you think taking advice from others on how to be the best you can be is bad, you should never listen to a gym instructor, teacher, drill seargent or self help tutor.

There's some validity in your point, but in the case of Pathfinder, it's more like taking diet advice from the internet. There is no expert in what is the best way to use your XP. Even the best characters playing now do not agree on the everything in what makes an optimal build. You can't have the perfect character in PFO, because it will never be finished. If you think you have, the next month they will add new feats, skills, races, roles. They could devote all of their customer service time to people that want to change this or that, without doing any good for most of the players.

I'd like to be able to change lots of things I did, too, but I don't think it's important enough for them to deliver it. Certainly not in the foreseeable future. I will live with the fact that I spent a couple of days of XP that probably won't ever do me any good.


KotC Carbon D. Metric wrote:

Being the best you can most certainly IS a bad thing in such cases that being "optimal" or "best" means following some guide that gets updated ever week as to what the new FOTM is.

PFO will probably never have the kind of typical build guides that help players learn new Roles because the game is intended to have as many valid Role builds as there are ways to spend XP.

I certainly hope this is the case. Pathfinder Tabletop and a ton of other video games had similar intentions.

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