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  1. #1
    The Fucking Voice of Actually
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    Pathfinder Online [2014/2016, or later, see details]

    http://www.kickstarter.com/projects/...sy-sandbox-mmo

    tl;dr Why are you bringing this up now?
    Read the bold

    The Daily Deal program we announced yesterday begins on Sunday! You must be a backer at least at the $35 Adventurer level to get the Daily Deals added to your account, and you only get the Daily Deals starting on the day you back the project! (Crowdforger Alpha [$1,000] backers get the Daily Deals regardless of when they pledge).

    Each Daily Deal will be an in-game item that will give your character a little extra cool factor. These items will never be produced by any other promotion nor will they be craftable in game. Getting them via the Daily Deal is the only way to acquire them unless you make a deal in-game with another player who has them. You will be able to trade them between characters and sell them via in-game markets.

    Spoiler: show
    We expect these items to be in high demand. They'll be one of the ways to make a character really distinctive. Some people will be interested in having "complete sets" of all the items. Some of the items may be particularly interesting to players interested in certain aspects of Pathfinder lore.

    These are not "I win" perks. They're going to have very minimal (if any) in game mechanical effects. They're about looking cool, or showing respect for a part of the Pathfinder lore, or just letting other people know that YOU are a part of the reason the game was created and developed.
    You basically have less than 24 hours to decide [I believe you need to be backing BEFORE sunday, so, TODAY, dunno when the clock ticks over] if you want to get in on these items, if this game interests you. Get thinking.

    With that out of the way, here's the rundown on this thing.

    What's Pathfinder?
    It's basically Dungeons & Dragons. The company that did magazines for D&D started doing a fork of 3.5 edition, and now it's more popular than 4th edition and and actual Dungeons & Dragons (which is why WoTC is doing this whole 5th edition thing).

    Ok, so, an MMO? Who are these people?
    The MMO studio is mainly made of former CCP people (you know, those dudes who make EVE Online). They plan on making a sandbox MMO like EVE (so, less like SWTOR), but using the Pathfinder fantasy property instead of spaceships.
    Basically, if you want some EVE-type MMO, but without being a decade behind, and fantasy instead of sci-fi, you should keep an eye on this shit. Also, D&D, c'man.

    Wait, didn't they have another Kickstarter 6 months ago?
    Yep. http://www.kickstarter.com/projects/...-demo?ref=live
    It let them make a tech demo to show investors and prove they could get the job done. And it will, even if this kickstarter fails, the game still happens, it just takes longer to come out, (if it fails, disregard the 2014/2016 date in the title). The game does have private investors.

    So, when, and how much? (Also, where can I find out more?)
    Should this kickstarter succeed, the game should launch in 2015, and $35 gets you into that.

    If you pledge $100, you get into the beta (afaik, there are non-backer beta slots, so you can always roll the dice, but this guarantees you an in.) Is this important?
    Once Beta begins there will be no server resets barring an extraordinary set of circumstances. Beta will mark the start of play in Pathfinder Online.
    The Beta will be 9 months long (so you begin playing in mid 2014), and they're letting in 2000 people a month first come first serve, and there are only ~500 slots left for month 1.

    $1,000 gets you in the alpha, but it's expensive and there are wipes, and it's real testing so bugs. But there are other perks, and you get to influence the design, so hey, up to you.

    There are other tiers, including guilds and group rates, and some of them grandfather your friends into the daily deals, so look into that if you're serious.

    You can find out more about the game by reading the update sections and FAQ of both kickstarters, just look around those two links higher in the post. Also, you can read a shitton of dev blogs here https://goblinworks.com/blog

  2. #2
    Bitchfist
    The horn knows no mercy; only wrath

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    Hrrrrmmm....need to keep an eye on this.

  3. #3
    The Fucking Voice of Actually
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    So, latest news.

    Today we're taking the wraps off a new promotion in support of the Kickstarter. It's designed to give organized Guilds an incentive to help us raise awareness of Pathfinder Online and the Kickstarter, and engage with one of the most important elements of the MMO community.

    The Land Rush has two components - a Leaderboard, and the Land Rush Draft.

    The Leaderboard

    We've created a poll on the Pathfinder Online forums at paizo.com. The poll will allow people to show their affiliation for a registered Guild. We've contacted all the people who have made Crowdforger Guild pledges to solicit their Guild names, and we expect more Guilds to be added to the poll constantly as they find Pathfinder Online and join the race.

    The Leaderboard will not be finalized until the post-Kickstarter Backer Survey process is complete, but it will give Guilds a relative sense of how they're doing at recruiting Kickstarters vs. the competition.

    The Land Rush Draft

    This Leaderboard will determine the order that initial Settlements will be created in Pathfinder Online during the Early Enrollment period. After a suitable amount of time has elapsed in Early Enrollment for players to get a sense of the available territory and the relative merits of the initial Hexes available, we will conduct a draft for Territory.

    The Guild with the highest Membership total will draft first, the second highest Membership will draft second, etc.

    The First Settlements

    As Early Enrollment begins we will not have the Territorial Control game mechanic implemented. During this period, Settlements will not face the threat of being displaced by hostile forces. Once Territorial Warfare is implemented, tested and deployed, the Settlements will begin to vie with one another for Territorial Control.
    As it says, you need to be a backer at the Crowdforger Guild level to get in on this, which is $500 and comes with six invites to the beta (so ideally you need to find 5 other people [you can trust to pay up, or who trust you with the cash] who'll chip in $83 [also the lowest guaranteed beta price]), and lets you reserve a guild name. (Guilds aren't limited to six, obviously, but this is the only tier that lets you set one up before beta starts and get in on the land grab.)
    There are 130 month #1 slots left in this category at the moment. (and 226 at the $100 level, and 159 buddy slots at the $175 level [that'd be $87.50 a backer])

  4. #4
    Nidhogg
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    Bah, their thread about classes on Paizo's forums isn't loading.

    I'm extremely interested in this, just curious what all classes there will be/how they will do the Prestige ones.

  5. #5
    The Fucking Voice of Actually
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    Here's what I think answers what you're looking for, from the Google cache of the Goblinworks blog
    Spoilered for long.
    Spoiler: show
    Your Pathfinder Online Character
    posted by Ryan Dancey on Wednesday, January 4, 2012

    Happy New Year! In this, our third biweekly development blog, we'll explain how your Pathfinder Online character will grow and develop over time. Before we begin, a quick disclaimer: The ideas in this blog are subject to change based on feedback, testing, and further creativity on the part of the game designers. What we're sharing with you now is the starting point for our design, which represents a lot of our strategic thinking—but real-world development and testing may lead us down a different path!

    Leveling Up on the Tabletop

    For those of you who have never played the Pathfinder Roleplaying Game or any of its ancestors, a quick description of how characters work in the tabletop game is in order. Your character begins with a set of six ability scores that define your character: Strength, Dexterity, Consititution, Intelligence, Wisdom, and Charisma. You select a race (such as human, elf, or dwarf) and a starting class (fighter, rogue, wizard, or the like), and you usually begin at "first level" in that class with some basic abilities (racial traits, class features, skills, and feats), a limited capacity to resist certain effects (Fortitude, Reflex, and Will saving throws), a few hit points that represent the amount of damage a character can withstand, some basic starting equipment, and a little bit of money. If you've chosen a spellcasting class, you'll also have access to low-level magic spells.

    As you adventure, you accumulate experience points (XP), and at various thresholds, your character "levels up," getting better at specific skills, gaining new abilities, better resistances, more hit points, and—for spellcasters—access to more powerful spells. Every few levels, you're able to increase your basic abilities as well. Each level that you gain in your chosen class provides a somewhat predetermined package of improvements. You always have some choices to make, but for the most part your character's development in a particular class is structured by the game design itself.

    At each level you can choose to advance in an existing class, or you can gain a level in a new class, becoming a multiclassed character. Or, if your character meets certain prerequisites, you may be able to add levels in a prestige class, which typically gives you better-than-average advancement in a narrow specialization.

    At the earliest levels, characters are learning how to survive as adventurers, with a substantial risk of catastrophe every time they go exploring. At slightly higher levels, the characters have acquired some experience at their craft and can usually take on most opponents and win, especially if they work together with a team. As characters continue to level up, they will eventually become notable heroes, gaining access to all sorts of special abilities such as flight, remote viewing, and the ability to change shape and form. At the highest levels in the game, the characters are practically demigods, getting involved in world-shaking adventures and often venturing into other dimensions and planes to confront the most powerful opponents. At 20th level—the maximum level currently supported by the Pathfinder RPG—characters that haven't multiclassed earn a "capstone ability," a special and really cool power reserved for characters who chose to master a single class throughout their adventuring career.

    Bringing Pathfinder to the Virtual World

    This system of character advancement has been honed and refined in tabletop RPGs for more than 30 years, and it works very well there. However, it does not translate well to an MMO. The biggest among the many translation problems is that, unlike a tabletop game which may be played for a few hours per week, the online game is active at all times. Development of characters on the tabletop works because of the relatively slow pace the game is played. In the digital realm, that pace would result in characters moving through a 20-level development process in mere weeks, or even days. One of the design goals for Pathfinder Online is that characters should have a viable lifespan of at least five real-time years, so we need a system that has the potential to give players interesting things to do when developing their characters over a very long time, not just a few weeks.

    Another problem is that in tabletop RPGs, all of the player characters are heroic adventurers. The things those types of characters do to advance and develop (exploring dangerous places, solving problems, encountering monsters, winning fights, and getting the treasure) aren't suitable for the wider range of character types you'll find in the online version of the game: characters who focus on harvesting, or crafting, or transporting, or managing towns and organizations, or being soldiers or spies or merchants. We need a character development system that will work for all these types of characters (and that will let players change their character's careers when they wish to do so).

    Also, Pathfinder Online is going to focus primarily on the kinds of classic adventure content that the tabletop game features at moderate levels—exploring dangerous areas and confronting monsters and villains that are scary and dangerous, but not challenging cosmic horrors or universe-destroyers.

    The Standard Models

    Current MMOs generally use one of two common design plans for character development.

    The first mimics the tabletop experience of gaining XP and leveling up, with the same idea that each level brings a package of improvements. This is the system in use in most fantasy theme park MMOs, including World of Warcraft. In these games, most characters are adventuring heroes, so the classic tabletop system is a better fit. One downside is that characters do eventually reach the "level cap"—the maximum level available in the game—and they can't progress further until the developers add more levels to the system. While players are waiting for that to happen, their characters usually engage in some kind of "end game" experience (such as guild raids) where the path of character development shifts to the acquisition of powerful magical items instead of enhancing characters directly.

    The second common MMO design tries to capture a more "realistic" development process where characters become better at doing things by doing them repeatedly: when you swing a sword enough, you get better at sword swinging. This is system was used in the first successful mass market MMO, Ultima Online, and it's the system you'll find in the record-breaking single-player RPG Elder Scrolls V: Skyrim. One problem with these kinds of systems is that they often encourage very strange behavior as characters do the thing needed to improve a skill even if doing it makes no sense, like jumping constantly while moving anywhere, or continuously firing spells off into the sky. At the far end of this behavior are macros and bots—software programs that take control of a character and have it do boring repetitive actions on behalf of a human player who is off doing something else with their life. This tends to break the immersive experience for players who are trying to engage with the game "normally."

    A major problem with both of these solutions is that people who play more often have characters that are fundamentally better than those of people who play less. There's nothing less fun than finding out that the buddies you introduced to a cool MMO have out-leveled your PC, and you can't adventure with them anymore unless they choose to join you in content that is boring for them, or you play with them in content where your character is unlikely to be effective and is likely to die a lot.

    The EVE Model

    As many of you know by now, in the past several years, I had the opportunity to work at CCP Games, developer/publisher of EVE Online. EVE has a non-standard model for character development that solves many of the problems with both the classic leveling system and the "earn by doing" skill systems, and we're going to encapsulate some of those ideas into the Pathfinder Online design.

    In EVE, characters learn skills in real time. Players need not do anything other than select a skill to train. Even when the player is logged off, the character continues to train the selected skill. Skill training only stops if a character has completed a path of training and hasn't already queued a new skill to start training immediately thereafter.

    Skills in EVE often add bonuses to various activities, and are prerequisites for using a variety of in-game gear, so a character with a lot of skill points is usually very flexible, able to do a lot of different things, and able to use a lot of different gear. Yet a character with far fewer skill points can be just as good as the more skilled character in one specific area if the player focuses on training just that set of skills. This means that newer players can compete effectively with older players even though newer characters will never "catch up" in terms of total skill points trained.

    There are a couple of downsides to the EVE system. First, it's pretty confusing, especially for new players. Figuring out how all the skills, bonuses, gear, and benefits interact is daunting. The system has been constantly developed for more than a decade and it is rich, deep, and complex. It rewards those who take the time to master its intricacies, but that complexity can be a barrier to entry for the player who just wants a more casual experience. Second, even if you do understand the system it can be a challenge to figure out "how to get from here to there"—that is, in what order to train skills to both maximize the value of the training and to engage in a fun way with the game while the skills are trained. There are lots of helpful advice sites that try to give some guidance in this process, but the sheer complexity of the system means there's no "right" answer for most players.

    The upsides outweigh these downsides. One huge upside is that unlike almost every other MMO, your character gets better in EVE even when you're playing another game! That makes it easy to make EVE your "second" MMO, the game you play in addition to something else (like World of Warcraft). It also levels the playing field between people who can only put in a few hours a day (or a few a week), and those who can play continuously. Finally, it encourages characters to specialize, but doesn't inflict overt penalties if the player doesn't do so. No skill training is ever wasted—the worst scenario is that you wasted some time training a skill you're not going to use right away. Your character's advancement doesn't create dead ends or "worthless builds."

    Character Development in Pathfinder Online

    Now that you've got the background you need, let's take a look at what we're currently planning for our game. Your Pathfinder Online character will be described by four primary types of information.

    Attributes: These correspond to the classic six abilities of the tabletop game (although we may rename one or two just for the sake of clarity given the way they'll work in the online game). In Pathfinder Online, these attributes have two aspects: The first is that they determine how long it takes to train a skill that uses that attribute as a base. The higher the attribute score, the faster your character can train those kinds of skills. The second is that they determine how effective the character is at resisting certain types of effects. Instead of the tabletop game's three saving throws, in Pathfinder Online there's a resistance bonus or penalty associated with each of the six attributes.
    Skills: As in EVE Online, your character can train in a wide variety of skills. However, unlike EVE, skills in Pathfinder Online have no direct effects. Each is simply a prerequisite for another area of character development. Skills qualify your character to access all sorts of things from the kind of equipment the character can use to the types of items that can be crafted to how the character can access special powers and magical spells... but simply training the skill does not award those benefits directly.
    Merit Badges: Merit badges are a combination of measuring the progression of your character (as in first-person shooters like Battlefield 3) and recognizing the character has done something notable (like the achievements in World of Warcraft). Most merit badges require that you first finish training a specific skill or skills. Some also require that you do something in-game, such as harvest a certain amount of resources, or slay a certain number of monsters, or explore a portion of the map. When you have completed the requirements, the merit badge is awarded, and you will likely also get a new ability associated with that merit badge.
    Abilities: Abilities represent the class features and feats from the tabletop game, as well as a wider variety of development opportunities to support the wide range of character types for the MMO. As a character gains abilities, that character will become more competent and capable. Abilities give characters more variety in the types of armor they can wear, weapons they can use, items they can make, mounts they can ride, and spells they can cast. They also link to things like being sneaky, healing, finding traps, detecting tracks, finding resources that can be harvested, and buying and selling items at the in-game markets.

    Taken together, these four types of information describe your character's development. Add in the character's race, alignment, wealth, gear, and social connections, and you have a very complex matrix of potential character types.

    But What about Levels and Classes?

    We want the Pathfinder Online design to capture as much of the flavor of the tabletop game as possible, and we need to address the issue of classes and levels to achieve that. The Goblinworks team brainstormed on this idea extensively, and we think we've come up with a pretty novel solution.

    In the tabletop Pathfinder RPG, you earn the benefits of a level all at once as you hit an experience point threshold. In Pathfinder Online, we've turned the system on its head: instead of using experience points as a prerequisite for improving in a skill, improving skills are part of the prerequisite for gaining new abilities. Your character must earn all the things needed to qualify for a new "level," and then you're rewarded with a special bonus. If you want to be a better rogue, you do roguish things and train roguish skills, and at a certain point, you receive a special merit badge recognizing a development milestone, rewarding you with a benefit for your persistence. Like class levels in the tabletop game, there will be 20 of these rewards available for each class type, creating a way to simulate a 20-level progression within our unique system.

    Each of the base classes in the Pathfinder RPG Core Rulebook will be represented in the online game in this way, and in time we intend to add additional development paths to simulate prestige classes, archetypes, and base classes from other Pathfinder RPG content such as the Advanced Player's Guide and the Ultimate rulebooks.

    These are the 11 basic development paths, which we refer to as archetypes. The key to each archtype is a skill tree that encourages characters to train a skill that is directly linked to their development in that archetype, in addition to many other skills.


    Barbarians—masters of rage. In the ways of their people, in the fury of their passion, in the howl of battle, conflict is all these brutal souls know.

    Bards—masters of inspiration. These characters capably confuse and confound their foes while inspiring their allies to ever—greater daring.

    Clerics—masters of divine power. These characters' true strength lies in their capability to draw upon the power of their deities, whether to increase their own and their allies' prowess in battle, to vex their foes with divine magic, or to lend healing to companions in need.

    Druids—masters of nature empathy. Allies to beasts and manipulators of nature, these often misunderstood protectors of the wild strive to shield their lands from all who would threaten them.

    Fighters—masters of weapons. Lords of the battlefield, these characters are a disparate lot, training with many weapons or just one, perfecting the uses of armor, learning the fighting techniques of exotic masters, and studying the art of combat, all to shape themselves into living weapons.

    Monks—masters of ki power. These warrior-artists search out methods of battle beyond swords and shields, finding weapons within themselves just as capable of crippling or killing as any blade.

    Paladins—masters of smiting evil. These noble souls dedicate their swords and lives to the battle against evil.

    Rangers—masters of tracking. Knowledgeable, patient, and skilled hunters, these characters hound man, beast, and monster alike, gaining insight into the way of the predator.

    Rogues—masters of stealth. Ever just one step ahead of danger, these characters bank on their cunning, skill, and charm to bend fate to their favor.

    Sorcerers—masters of blood magic. Scions of innately magical bloodlines, the chosen of deities, the spawn of monsters, pawns of fate and destiny, or simply flukes of fickle magic, these characters look within themselves for arcane prowess and draw forth might few mortals can imagine.

    Wizards—masters of hermetic magic. These shrewd magic-users seek, collect, and covet esoteric knowledge, drawing on cultic arts to work wonders beyond the abilities of mere mortals.


    We also wanted to capture the idea from the Pathfinder Roleplaying Game that dedication to one path would have additional benefits. Therefore, if your character chooses to stay committed to one of these archetypes until it has achieved all 20 archetype merit badges, your character will earn an additional capstone ability! (A character can train in many other skills outside of their archetype skill tree and still progress towards the capstone ability—they just need to avoid training in the skill tree of a different archtype. Don't worry—if you accidentally start to train a skill tree outside your archetype, you'll be warned, the consequences will be explained, and you'll have a chance to change that decision before it's irrevocable!)

    Of course, if you decide that it would be more interesting or fun for your character to training in the skills of more than one archetype, you'll still earn the appropriate class-type bonuses when you meet the prerequisites—you just won't be eligible for the final special capstone ability when you achieve the 20th merit badge in that archetype.

    Reaching 20th Level

    It won't be easy or quick to reach the 20th-level capstone in an archetype. Some of the prerequistes for archetype merit badges will be hard to achieve and will require your character to succeed in some extraordinary adventures. In terms of sheer time, I'd like to see the first 20th-level characters emerge around two-and-a-half-years after launch. Capstone-level characters should be unique, powerful individuals not commonly encountered.

    And of course, reaching the capstone doesn't mean your character has to retire—you can continue training the same character with a different archetype if you like.

    What about Everyone Else?

    While we've focused somewhat on adventurers in this blog, it is our intention to give other types of characters similar goals and objectives—and similar rewards. If you choose to focus on crafting, you should be able to become an epic crafter with the perks and recognition due such a character. As development proceeds, we'll share more of our ideas about that with the community, and we'll get your feedback as we shape those plans.


    Basically, IF they were to try to get an equivalent of prestige classes in, it would probably have to work like the "L20" capstone bonus, but for crossing instead of dedicating. (Dunno how they'd handle some of the pure class prestiges)
    And if they add it in later, no idea how they'll balance it with in progress characters.

  6. #6
    Nidhogg
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    I do not see Alchemist as an offered class. I am instantly saddened. ;_;

  7. #7
    TIME OUT MOTHERFUCKER

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    This game promises to be simply amazing. Wow. I've never been exited about a video game before.

  8. #8
    The Fucking Voice of Actually
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    Updates

    Here's a short video on resource gathering.


    What's in the New Player Pack & Alliance Pack
    New Player Pack (included at $35 Adventurer or higher)

    This pack contains a selection of low-level consumable items, such as healing potions, scrolls, weapon enchants, and maps. In addition, the character gains a bag of holding to allow them to carry more equipment, a ring of protection to boost their defenses, and a small amount of coinage to get the character started.

    Alliance Package (included at $100 Crowdforger Pioneer or higher)

    This pack gives the character an increase in Alliance ranking with one of Pathfinder Online's Alliances (Hellknights, Pathfinder Society, Knights of Iomedae, Denizens of the Echo Wood, and others yet to be announced) of compatible alignment with the character. The character automatically becomes a member of that Alliance, though opposing Alliances will now be hostile to him. The player also receives a small selection of consumable items unique to the Alliance, and a piece of armor, wondrous item, or weapon associated with the Alliance, such as a Pathfinder Society wayfinder.
    Oh, and remember how I mentioned there were daily deals that you can only get by backing before each is announced?
    Did you toss in $35? No? Well here's all the stuff you missed! Gotta find a grandfathered backer to upgrade to buddy/guild, or drop 1k for an alpha backing to get them now.
    Spoiler: show







  9. #9
    Ksandra Needs To Post Tits
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    Seriously interested in this, might end up trying to find 5 other people for the land grab..

  10. #10
    The Fucking Voice of Actually
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    Well, I can't join in. I can't even afford the jump from the retail tier to the guild, even with discount. (I had to back out of getting Guilds Of Cadwallon just to even get the retail tier =\ )
    But as a legit voter, I'd be happy to vote for a BG guild in the land grab poll.

  11. #11
    Sleep Deprived Galka BLM
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    As a Pathfinder player, I gotta say I am just, not even remotely interested in this. I'm actually fairly unhappy with what they're doing, and it all feels fairly ill advised.

  12. #12
    TIME OUT MOTHERFUCKER

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    Quote Originally Posted by Komm Suesser Tod View Post
    As a Pathfinder player, I gotta say I am just, not even remotely interested in this. I'm actually fairly unhappy with what they're doing, and it all feels fairly ill advised.
    Could you be more specific? I never played that setting personally.

  13. #13
    Sleep Deprived Galka BLM
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    Quote Originally Posted by guartz View Post
    Could you be more specific? I never played that setting personally.
    They're going for an open world, player driven thing like EVE, which sounds interesting, but as anyone who played EVE knows, it can be a huge pain in the ass. Mining for minerals? Boom, dagger in the back. Running the inn you designed and built? Someone can rob you and burn your place down. A player driven world sounds neat, but it seems to end up being directionless, and I don't think this will be any different.

  14. #14
    Nidhogg
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    Quote Originally Posted by Komm Suesser Tod View Post
    They're going for an open world, player driven thing like EVE, which sounds interesting, but as anyone who played EVE knows, it can be a huge pain in the ass. Mining for minerals? Boom, dagger in the back. Running the inn you designed and built? Someone can rob you and burn your place down. A player driven world sounds neat, but it seems to end up being directionless, and I don't think this will be any different.
    That sounds amazing, actually. Full open world PVP? Actually needing to work with other people to build up a fortress? Sieges of said fortress? Contesting areas against other guilds?

    If they do it the way you describe it, I would play 100%.

    I know that shitty Darkfall MMO tried to do this, but they failed, miserably. If they do it right, it can be so much fun with a group of friends.

  15. #15
    Salvage Bans
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    This is what Age of Wushu is... except in China.

  16. #16
    The Fucking Voice of Actually
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    Quote Originally Posted by Lebzile View Post
    That sounds amazing, actually. Full open world PVP? Actually needing to work with other people to build up a fortress? Sieges of said fortress? Contesting areas against other guilds?

    If they do it the way you describe it, I would play 100%.

    I know that shitty Darkfall MMO tried to do this, but they failed, miserably. If they do it right, it can be so much fun with a group of friends.
    And for smaller groups, I'd need to hunt through the blogs for the exact quote, but I believed they said things along the lines of establishing a bandit camp hidey hole that gives you advantages in doing bandity things in the area it covers (ambushes/fast travel, info on travelers, etc.). Of course, if anybody doesn't want bandits nearby, they can hunt you down and burn you out too.

    And of course, this is going to be a single shard game. So no having friends stuck on separate servers, everybody on BG is going to be able to play with (or against) each other as they wish, no server rushes.

    Anyways, updates!

    First off, big news - http://www.kickstarter.com/projects/...o/posts/376694
    Stop the Presses!
    Backers we've got a late breaking new bonus feature for all Crowdforger ($100+) backer levels!
    Paizo's community is very strong, and that includes friends at many excellent third-party publishers that make roleplaying products for use with the Pathfinder RPG. Paizo reached out to those publishers and asked them if they would be willing to donate a PDF or two (or sometimes even more) that we could bundle up and offer as part of the Crowdforger Kickstarter backers, and the response has been absolutely amazing—including Paizo's own contribution, it currently includes 42 products from 29 different publishers, with a total retail value of $230! Here is a list of what's currently in our PDF Superpack—publishers are still joining in, so this list could grow even bigger!

    Spoiler: show

    Paizo Publishing: Pathfinder Roleplaying Game Core Rulebook, Pathfinder Chronicles: Guide to the River Kingdoms
    0one Games: Basic Paths: Fangs from the Past
    Abandoned Arts Games: Class Acts: Clerics, Class Acts: Fighters, Class Acts: Rogues, Class Acts: Wizards, Feats of Subterfuge
    Above Average Creations: Oracle Curses
    Alluria Publishing: Cerulean Seas Campaign Setting
    Dragonwing Games: Torn Asunder: Critical Hits
    Drop Dead Studios: The Artisan
    Ennead Games: Background and Details Kit, Vol. I: Fantasy, Hive Mind Feats
    Eridanus Books: Gritter, Veil of Truth: Corporate Solution
    Faceless Entertainment: Eat, Drink, and Be Merry #1: The Giggling Gorgon
    Four Dollar Dungeons: The Firemaker
    Game Room Creations: The Modern Path: Arcana of the Modern World, The Modern Path: Heroes of the Modern World 2.0
    K2 Games: Classic Encounters Revisited: The Inn
    Kobold Press: Zobeck Gazetteer
    Lost Spheres Publishing: Transcendent 10 Spells of Synergy: Elemental Exchanges
    Louis Porter Jr. Design: Enemies of NeoExodus: Folding Circle
    Pelgrane Press: Lorefinder
    Purple Duck Games: The Gods of Porphyra, Legendary I: Legendary Blades, Purple Mountain I: Temple of the Locust Lord, Random Encounters Remastered
    Raging Swan Press: All that Glimmers, Shadowed Keep on the Borderlands, Scions of Evil
    Rising Phoenix Games: Lunatic Labyrinth
    Shadowland Press: Secrets of the Synod Horrenda: Conjuration Spells
    Solace Games: Undead Evolution Series: Zombies
    Thor's Gate: Book of the Summoner
    Tilquinith's Gaming Tools: Creature Stat Cards
    Tricky Owlbear Publishing: Learning Curve: Apprentice-Level Characters
    Zaboom Press: Unusual Races: The Del'shy
    Zombie Orpheus Entertainment: The Mask of Death
    Zombie Sky Press: The Faerie Ring: Along the Twisting Way Prelude


    A quick review of what you now get when you select the $100 Crowdforger Pioneer or any other Crowdforger backer level:

    Goblin Squad membership
    The game client
    Early Enrollment (first month is almost full, second month will be going fast!)
    4 months of game time
    The soundtrack
    The Crusader Road novel
    The Behind the Scenes book
    Daily Deals as of the day you first pledge
    The Alliance Pack of bonus content related to the Hellknights, Knights of Iomedae, Denizens of Echo Wood, and more!
    The New Player Pack including a bag of holding!
    The Pathfinder Society in-game benefit certificate
    The Emerald Spire SUPERDUNGEON PDF
    The Emerald Spire Flip-Mat Multi-Pack PDF
    All the WizKids Pathfinder Battles Miniatures unlocked during the campaign

    With the addition of the PDF Superpack, this is more than $630 of value for your $100 pledge!
    And some more Q&A vids



    And lastly, still not backing at $35+?
    Well here's all the stuff you missed. There's still 15 days left, do you want to miss all those too?
    Spoiler: show







  17. #17
    The Fucking Voice of Actually
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    UPDATES

    The project has nine days left, is 60% funded, and has 400k to go to reach minimum funding. Stretch goals seem slim at this point =\.

    All the solo Month 1 slots are gone, you can only get into the beta at Month 2 for $100 now. There are 50 Month 1 Buddy slots left (so 100 accounts), and 83 Month 1 Guild Slots (498 accounts) left however.

    As for the preliminary land rush, the standings at the moment are:
    66 - The Empyrean Order
    37 - The Seventh Veil
    21 - Pax Aeternum
    18 - Keepers of the Circle
    16 - Knights of the Crusader Road

    BG would need north of 20 backers mobilized if an early land grab slot were desired

    Now first off for extras, all tiers $35 and up got some upgrades.
    1. You get to reserve your character name during the backer survey process.
    2. You get PDF copies of Pathfinder Roleplaying Game Core Rulebook, and the Guide to the River Kingdoms. $24 bucks of book just tacked on. (These are included in the $100 PDF tier.)
    3. This is the big one, all game backers will have their accounts set so that one of your mules gains skillpoints(exp) along with your main. This basically means you're getting twice the subscription time for half the price. (Seriously, it's hard to explain if you don't know EVE, but this is a BIG fucking deal.)

    Also, the Emerald Spire superdungeon has added 16 more pages and two more writers.
    Jordan Weisman, creator of FASA, WizKids, BattleTech, Shadowrun, and Earthdawn.
    Michael A. Stackpole, yes the the writer of BattleTech and Star Wars novels, that Michael A. Stackpole.

    More PDFs were added to the $100 superpack
    Spoiler: show

    4 Winds Fantasy Gaming: Inkantations: A Sourcebook of Tattoo Magic & Body Art
    AdventureAWeek.com: A13: Rise of the Drow, Part 1—Descent into the Underworld
    Clockwork Gnome Publishing: Finwicket's Bestiary: Along the Faerie Path, The Rogues Gallery: The Cloven Hoof Syndicate
    Dreamscarred Press: Third Dawn Adventure Path—From the Deep #1: Uncertain Futures
    Fat Goblin Games: Racial Ecologies: Guide to the Feyborn
    Fear The Boot: Bloodmoon Goblins
    Frog God Games: Cyclopean Deeps #1-#2, Slumbering Tsar #1-#2-#3, Unusual Suspects
    Lee's Lore: 100 Cantrips, 100 Male Gnome Names, Fantasy Maps: Bless'd Harbor, True Naming
    Legendary Games: The Way of Ki


    Addon options were announced, up your pledge, and you get the goods.
    +10$: A Title appended to your character's name
    +15$: Additional Player Pack
    +20$: Additional Alliance Pack
    +30$: +3 months of game time
    +100$: +1 year of game time
    +100$: Print versions of The Emerald Spire, Companion Cards, Crusader Road Novel, and Flip Mat.
    +500$: Give a name and description of a character, and an in game wanted poster will be crated and used. The art made will also be yours to use as an avatar on the paizo forums. (You also get the $100 print pack too.)

    STILL not backing? Well you lost all this loot. You ain't never gonna be rocking those pointy shoes. Only nine more items left.
    Spoiler: show







  18. #18
    Doesn't take it for granite
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    I backed for $35. Would really want to do the $100 package but...idk mang

  19. #19

    Backed this game with $500. Can't wait to play it in its full glory!