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Samping's page

8 posts. No reviews. No lists. No wishlists.


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no voice acting please. I read faster than any human can talk and after a few hours of playtime hearing the same 4 voice actors Old Republic became *spacebar* *spacebar* *spacebar*

also its one of the reasons Old Republic cost so much money to make.

Thats very interesting. It seems that the people working on Repopulation have similar ideas to me.

In EVE the rule is dont fly what you cant afford to lose. Usually you have lots of ships ready to go for different situations. I imagine gear will be like that in pathfinder.

Basic weapons and armor will probably be cheap enough to have lots of sets so you can have your axe and longsword and mace with you and still have lots more at home.

More powerful enchanted gear that is more complex to make/built with scarce materials would be used less often/for special times (perhaps more for PVE for example).

So dying sucks. There is a cost in terms of money and equipment. But the loss isnt insurmountable. It just takes preparation before and time after.

I second the person who suggested trying out minecraft. No other game have i ragequit so many times, and still came back later.

Everything discussed in the blogs seems fine to me. Selling real life stuff would be good also (aka merchandise).

I imagine that quests for NPC's would have some other rewards so players who feel loyalty to NPC groups can work for them exclusively.

Ill admit I did not read every post in this threat but I wanted to make a point. (although i second Onishi)

Griefing in my opinion only happens when the player being attacked does not expect danger. Thus if the expectation of danger is CLEARLY stated then you cannot be griefed. For example in EVE online players cannot openly fight at any time in high security space. It is possible to die to other players in high security from people willing to suicide their ships, but the risk of this happening is fairly low if you set up your ship so that it cannot be killed in one shot. The danger in moving from high security to low security is CLEARLY stated. There are consequences for attacking other players inside of high and low security space.

The most dangerous places are zero security. Once again the danger is clearly stated.

Anyways the whole point of this post is that players are clearly told what the level of danger is so they can adjust their actions based on their own risk threshold.

Some caveats:

1. spawn camping should be impossible
2. actions should have consequences
3. risk should be clearly communicated to players (in wow when you enter a pvp area red letters saying so apear on the screen right in the middle. EVE gives a pop up)
4. Dying should have consequences, although should be recoverable.
5. Players should have a way to become safe i they are near a friendly town so they can choose if they want to engage

I think some of you misunderstand. Players would have no control over the content beyond choices made during a quest. The dungeons are created in the background along with the quests. Those dungeons can be discovered by players through exploration as the blog stated. Thus, to answer MicMan, there is still a scarce resource as the person who first finds the dungeon keeps it.

Again, i am not talking about player made dungeons or quests

In my quest example the choices created in the background and presented to the players. I agree that a quest system like this is far more unlikely (although Skyrim did a good first shot at it) so perhaps its best if we focus on dungeons.

Also, to Waffleyone, I come from an EVE online background so trust me when I say I am not trying to push in a themepark direction. In fact dungeons that are you cannot predict are far more sandbox than setpieces that can be memorized or looked up online (like EVE online or WoW dungeons).

I think of dungeons and quests as being part of a larger economy. Some things can only be found in dungeons for example. Dungeon delves are kind of like different resource gatherers and just as important as miners. I imagine dungeons being like discover-able sites in EVE online where you can find bad guys, good loot, and rare blueprints. Of course in pathfinder the rewards would be different but the concept is similar.

Randomly generated dungeons would also add to player interaction because the threats cannot be guessed at (or looked up online). This lowers the chance of people farming easy/exploitable dungeons solo (looking at you Dire Maul from WoW) (although many dungeons should probably be able to do solo in my opinion)

I agree with Waffle that player interaction should be a main driver of content. I have many stories of EVE online that attest to how his can happen. On the other hand players need something to do other fighting each-other or mining/crafting. Dungeons are a great to build unit cohesion and are fun!

I have only just discovered this project but it has peaked my interest like no other recent MMO in development. Just recently I was talking to my GF about my dream MMO. Pathfinder Online has hit all of those notes. After absorbing the blogs and online info I want to open a discussion on dungeons.

In my opinion the best way for Pathfinder online to have discover-able dungeons is to use randomized dungeons. Instead of putting huge amount of effort into making individual dungeons how about making just the rules for the game to make them itself?

The specifics are less important, but with proper testing it should be possible to have everything a dungeon needs: Traps, secret doors, simple puzzles, monsters, etc. Obviously the dungeons skins and monsters will depend on the region it spawns.

Once the system for generating dungeons is made adding templates or pieces would be much easier. This allows dungeons to change over time as content is developed.

As an aside, I have daydreamed of a system where the quests themselves are also random, but smart. Much like how a dungeon master may roll on a chart to help her with a complication in the campaign. For example:

1. quest to get x from a dungeon
2. complication, another person wants x for a good reason
3. choice

simple, NPC's could be assigned rolls (and depending on the NPC perhaps the choice has an affect on you standings with each NPC's represented faction, or your alignment) on the fly (like in Skyrim), and the simple complication adds depth where none existed before. Writers write scrips that are reused but are modular enough that the average player wont see the ruse (or at least will be able to have some suspension of disbelief.)

Quests like this can also be expanded infinity. Now that your choice NPC has x another quest opens. This new quest never existed before. Instead its generated by the script. New NPC's can be introduced. The script would chose them based on their role within the game (priest, bartender, part of a certain organization, etc). New complications are also generated.

If we want to get really crazy perhaps the NPC who wanted x also got y and z from other players (just by chance). At some point the generator rolls that the players who got got x, y, and z are invited to go on a joint mission! That way player actions affect each-others outcomes for their quests!

Basically what I am saying is invent a game that has infinite story, all created through player actions.

I would be interested to hear what others have to say on the subject.
