Guild Forge Online

General Category => General Discussion => Topic started by: Hobs on June 08, 2014, 09:30:36 AM

Title: Old Friends & a New Game
Post by: Hobs on June 08, 2014, 09:30:36 AM
First, YAY!  I found old UO friends.   ;D

This is the player who used to post as "storyweaver" and who played characters like Dove the Healer of Yew (ran the Yew Community Center - pre-Trammel), Giddeon Night, Nevin Sommerset.  I helped run plots/story-arcs between KaS, KoY, the United Pirates, etc.  I ran events like the Yew archery contests, community walks, trade caravans and market days, and tried to help network people with groups like Kinship Village, the Yew Community, etc.  Wow...good times, far too long ago.

I also joined Marek in Alpha and Beta WoW way back when, then we hopped over to SWG before it went south.  So long story short, I've known and thoroughly enjoyed some of your membership for a long time...and it's been too long not to enjoy each other's company again.

Marek (I knew him as Izzy the Fool) and some other old coots from UO chewed the fat last night for quite a while.  They were also kind enough to listen to me ramble about a new game rolling into it's Alpha in several weeks and it's equivalent of Beta third quarter this year.  It's called Pathfinder Online and is loosely based off the popular table top RPG (an inheritor of the D&D open licence agreement from a while back).  Marek invited me to post as much info as I though you all might want to read, since it has every indication of picking up where UO left off. 

I've been tracking this game, and my current gaming community has been planning for their involvement in it, for over a year, so there's a lot of info.  In my second post, let me hit the basics.  I'll follow it up with helpful links, then finish with some articles I wrote about how PFO will be handling the sandbox experience. 

At any time, please feel free to post questions.  A year + of Dev blog/vlogs, interviews, forum posts, etc. is a lot to wade through and I would be happy to point you in the direction of whatever you want to know.
Title: Re: Old Friends & a New Game
Post by: Hobs on June 08, 2014, 09:44:27 AM
Okay...now a brief outline of the game:

Name: Pathfinder Online

Game Style: Open world PvP sandbox with some themepark elements.

Servers: PFO will exist on one sever, similar to Eve Online

Setting: The river Kingdoms of the Fantasy world Golarian, from the Pathfinder table top game.  (http://pathfinder.wikia.com/wiki/River_Kingdoms (http://pathfinder.wikia.com/wiki/River_Kingdoms)) is a link to the Paizo wiki description, though for the most part, we the players will be creating the settlements, governments, etc.

Company: Goblinworks (closely linked to Paizo Publishing of Pathfinder table top RPG fame)

Brief Description:

Pathfinder Online (PFO) is a fantasy sandbox MMO produced by Goblinworks and based on the popular Pathfinder table top RPG. Set in the volatile River Kingdoms, PFO is a game of territorial competition where groups of players will attempt to claim their portion of the game world, control its valuable resources, and establish persistent, player-run settlements. To enable this level of dynamic PvP, PFO includes a robust combat system focusing on multiple forms of meaningful player interaction.

PFO will also feature skill based character development, allowing players the freedom to create truly unique characters. Not only is PFO skill-based, but those skills will be acquired over time (similar to EVE Online), thus eliminating tedious skill grinding.

If you prefer economic play, PFO boasts a player driven economy, including harvesting, refining, crafting, settlement based player-run markets, and much more. Of equal appeal to crafters, the best items and gear will not be monster drops or dungeon loot, but player made. However, monsters will drop useful crafting ingredients.

Finally, though PFO is not a PvE based game, there will be PvE elements. Building on traditional monster spawns, PFO will feature monster escalations, which if left unchecked, grow in size, difficulty, and can even threaten player structures. PFO will also include randomly spawning dungeons, which become instanced for your group upon discovery, as well as one very large permanent dungeon. Overall, PFO promises to be a true, open world experience which provides players the opportunity to have meaningful and persistent influence upon the world in which they play.
Title: Re: Old Friends & a New Game
Post by: Hobs on June 08, 2014, 10:14:51 AM
Now...for the links, so you can look up as much or as little about PFO as you like.

The Basics:

GW Home Page: https://goblinworks.com/ (https://goblinworks.com/)

GW Developers' Blogs: https://goblinworks.com/blog/ (https://goblinworks.com/blog/)

GW Store: https://goblinworks.com/shop/ (https://goblinworks.com/shop/)

* Currently, there are three levels of game access.  GW began with private backing and a kickstarter (which they reached) for $1-million. 

GW Land Rush: https://goblinworks.com/landrush/ (https://goblinworks.com/landrush/)

* Includes the map of the game's starting area with where the current settlement contenders have pinned down and are attempting to hold their settlement spots.  Every Sunday, the guilds in play have their membership numbers totaled. If no one has more votes, they maintain their choice and gain a vote bonus for holding their hex.  If displaced, they move to their next choice, and so on.  These will be the spots where they will start their settlements when the game gets rolling.  There are links on the page to see the various guilds and read their descriptions, etc.

GW Forums:http://paizo.com/paizo/messageboards/paizoPublishing/licensees/pathfinderOnline (http://paizo.com/paizo/messageboards/paizoPublishing/licensees/pathfinderOnline)

*These are the current forums, hosted by Paizo.  GW will have its own eventually.  They have been a good place to recruit, communicate with others, and chat with the Devs.  It's also been a place of too much drama, like far too many other game forums (though pretty tame by most standards).

GobboCast: http://www.gobbocast.com/ (http://www.gobbocast.com/)

* My gaming community's blog site and podcast.  The most recent episode (13) has an interview with the lead designer of PFO and goes into how settlements will initially appear in the game.  Episode 9 was a chat with all three main designers, followed by a community round-table discussion in Episode 10 with forum community figures about the juicy bits discussed in episode 9.

Empire of Xeilias: http://paizo.com/threads/rzs2qy4v?The-Empire-of-Xeilias (http://paizo.com/threads/rzs2qy4v?The-Empire-of-Xeilias)

* My group's latest attempt at nation building (we're the only group in the works for it thus far), with links to our settlements within the Empire.  One change - we arranged for our Good aligned members to hook up with another settlement (out of game friends) where they can better realize their desire to play good aligned characters.  With that, we are swinging more Neutral and Evil...which is another reason I'm dropping all this here...*wiggles eyebrows*

Northern Coalition: http://paizo.com/threads/rzs2r47p?The-Northern-Coalition#1 (http://paizo.com/threads/rzs2r47p?The-Northern-Coalition#1)

*Our current non-aggression pact member settlements.  Their threads are linked so you can learn about them if you like.

Pax Gaming Community: http://www.paxgaming.com/index.php?action=forum (http://www.paxgaming.com/index.php?action=forum)

* Where I reside. As you can see, we have divisions for many different games - many of which you all play as well.  Though Pax has around 2400 members (very family/community oriented and intertwined in multiple games), we only have about 120 of that number in PFO currently.
Title: Re: Old Friends & a New Game
Post by: Hobs on June 08, 2014, 10:32:51 AM
How PFO will do the Sandbox Game

Given that most currently played MMOs are not sandboxes, that Pathfinder Online (PFO) might have elements notably different from any past sandbox that our members may have played, or that our members may have never played in a sandbox based game at all, we thought it would be helpful to provide an overview of PFO for our membership.  The presentation of each relevant element of PFO will include the following:

• General description of the element as it pertains to PFO.
• The benefits of that element in terms of game play (the parts we're excited about).
• Player considerations (things to keep in mind, especially if you're new to sandbox play).

The first article will do with the Open World Setting of PFO:

Open World Setting

In an "open world" game, players can roam freely through the virtual world and are given considerable freedom in choosing how or when to approach objectives (see Player Driven; Objectives).  The PFO map will consist of contiguous hexes that are not separated by artificial barriers (e.g. geography, invisible walls, etc.) meant to funnel players along a predetermined path as is common in more linear game designs.  In PFO, open world also means that the world design will not be separating characters as seen in many theme park game's use of character level zones.  Lastly, while you're traveling in whatever direction you choose, you'll be doing so without instant travel (e.g. teleporters, gates, etc.) .  In PFO, getting from point A to B is a meaningful part of the game. That is, travel may require planning (such as for caravans), might involve potential risk, etc., so instantly popping from place to place and removing all that interaction and content will not be happening in PFO.

Benefits:

Being an open world game, PFO should provide a more real-world feel, thus liberating players from the constraints of linear game play.  Player freedom is one of the great appeals to sandbox game play, so having the freedom to literally choose where you wish to travel is a very empowering aspect of PFO. In short, you the player decides where your character should go.

Considerations:

With all that choice and freedom comes the possibility of risk.  In most theme park games, you are provided some semblance of safety by being funneled through zones that tend to match your ability level.  Some games go so far as to deny entrance to zones that are too high level or too dangerous for your character.  The PFO game developers have stated that as you travel further from settlement and starter town hexes, the world may become more dangerous, either due to mobs or other players, but nothing stops you from going there.  As with so many aspects of PFO, bringing friends while choosing your own path might be the best (and most fun) policy.
Title: Re: Old Friends & a New Game
Post by: Hobs on June 08, 2014, 10:45:28 AM
The next few replies will deal with the over-arcing umbrella of "Player Driven" content within sandbox games. 

* I am posting these as separate replies so that it will be easier for readers to know where they left off without having to skim through an incredibly long post *

Player Driven

Perhaps more than any other feature, having a more player driven game is what lures people to a sandbox environment.   The opportunity to determine your own objectives, to create and manipulate the world economy, and to perform truly world persistent actions all make PFO different than any themepark experience.  Let's tackle each of these opportunities separately.

In continuing this series of articles intended to help those new to sandbox gaming, or at least those curious about how PFO will present a sandbox experience, our second installment will deal with the player driven nature of PFO. As always, we of the Empire of Xeilias hope this information empowers our fellow players by becoming more informed members of our PFO community.

Player Made Objectives

In most MMOs (most of these being theme parks), the game-provided content (quests, story arcs, etc.) strongly, if not totally, control player objectives. Though you may decide to skip a quest, or even be allowed more than one alternative path for your character's progression, all the possible choices are predetermined. This is what is meant by "being on rails" - you're riding the ride that game developers have made for you and partaking only of the fun that they provide.
In a sandbox game, the developers give players the tools (game mechanics) to create our own objectives. We decide the skills we wish to train, the groups we join, what those groups will do, what they attempt to build together (socially and materially), and how they choose to regard other groups around them (trade, become allies, wage wars, etc.). Though it has been stated that there will be some newbie status quests, monster escalations (a PFO take on mob spawns), and random instanced dungeons, the vast majority of PFO's content will involve what players choose to do with one another. More than most games, group and settlement level objectives will be very important, and again, those are all chosen by players.

Benefits:

The chance to have player made objectives, especially in a world where player interaction and character interdependence will be vital, more than in any theme park, the groups you choose,from an adventuring party, to Charter Company, settlement, and even nation, will have a huge impact on your success in PFO. Players looking to set ambitious objectives and get the most out of the game will likely need to consider the experience and talent level of their associates, their level of organization, and the social networks that they provide. No longer forced down the cattle shoot of theme park games, the freedom and creativity inherent in player made objectives will allow for an individual's unique perspective and desires to shape their game experience, but many of those player made objectives will require the right associations to be fully realized.

Considerations:

Given the overarching themes of PFO (meaningful player interaction, territorial competition, etc.) and the interdependence necessary for success, PFO may seem less solo play friendly than many theme park games. It is true that there will likely be places even skilled individuals will not venture alone, mobs you cannot kill singlehandedly, and for the best skills acquisition and greatest achievements you will need to be a member of a settlement or even a nation. Rather than viewing this as anti-solo play, I would encourage readers to view it as pro-community. For a decade now, MMOs have eroded the need for in-game community. In far too many MMOs, it is possible to attain the highest levels, best skills, most awesome loot all by yourself, to the point that you might as well be playing a single player console game. True, with being part of a community there may be times when the objectives of the group or settlement need to come before those of the individual. However, the best communities will be fostering an environment where members want to contribute, both for their group's sake and their own enjoyment.
Title: Re: Old Friends & a New Game
Post by: Hobs on June 08, 2014, 10:46:50 AM
Player Made Economy

Like many MMOs, PFO will have harvesting, refining, and crafting.  Unlike many, nearly everything players will want or need will be player crafted, including the best gear in the game.  In PFO, you will be killing mobs not for the best dropped gear, but for the materials from which to craft the best gear.  Similarly, PFO will have auction houses where players can buy, sell, and manipulate the economy.  However, unlike most MMOs, these auction houses will be locale instead of universal.  That is, each settlement will likely have its own auction house for buying and selling goods.  This allows for several very unique player driven economic features.  First, the hosting settlement can determine the tax rate of goods sold, so that the settlement's economy can be augmented by sales within its walls.  Furthermore, some auction houses, either for lower tax rates, proximity to important geographic features, better guarded territory, etc., may prosper while others do less well.  Finally, harvested and refined materials as well as finished goods may need to be transported to particular auction houses, which brings considerations of caravans, caravan protection, transporting costs, etc., into the mix of the player made economy.

Benefits:

In a player made economy, supply and demand are king, not the NPC's set price.  In such an environment, nearly every aspect of the game influences economy, and by being player driven, players have the ability to manipulate those influencing factors.  Like the earlier mentioned benefits of player driven elements, this puts the control squarely in the hands of the players.

Considerations:

Like player driven objectives, a player driven economy may dictate some economic decisions a player needs to make, especially in regards to their group and settlement.  In a world where monster escalations may attack settlements or war with other settlements is possible, the individual player may need to devote harvesting/refining/crafting time to the needs of the settlement.   Of course, given that the settlement is the hub through which nearly all economic benefit will flow, anyone interested in the player driven economy will have a vested interest in their settlement's physical and economic security.
Title: Re: Old Friends & a New Game
Post by: Hobs on June 08, 2014, 10:47:56 AM
Player Made Persistent Actions

Unlike most MMOs, where the surroundings you play within are static and cannot be truly manipulated by the players, in PFO, players will have several means by which they can create and/or affect persistent elements within the game.  Though many MMOs provide player housing of some fashion, almost all of these are instanced, which removes these structures from the main game world and limits who can interact with them.  Also, most of these structures are for cosmetic entertainment and/or extra storage.  In PFO, players will be able to create Outposts (used to produce bulk goods for settlements), Points of Interest (e.g. shrines, forts, taverns, etc.), and Settlements.  All of these will exist in the regular game world, can be visited and potentially affected by anyone, and have permanence for as long as they are defended and maintained.  Chief among these are settlements, which will be created by a group of players (minimum of 30).  Settlements will have their own player created governing bodies, settlement laws, economies, storage, etc.  Also, it is in settlements that trainers for the higher tier skills of PFO will be found.

Benefits:

Very few games have been daring enough not only to include player created structures in the actual game world, but allow them to be living, breathing features that can not only be built up, but torn down as well.  Having a hand in choosing locations for these, contributing to building materials, to construction, and finally to the operation, governance, and defense of such structures, is what makes sandbox games so completely immersive and entertaining.  It is the closest to designing actual portions of the game that most players will ever get.

Considerations:

With great opportunity comes potential sacrifice and risk.  In PFO, player made structures will be vulnerable to attack by individual players or whole armies, depending upon the structure's size.  In a game based on territorial control, it only makes sense that these persistent structures can be damaged or destroyed, but that is what makes them truly dynamic.  It is also why they will be highly valued, closely guarded, and require the efforts of a well organized group to maintain and defend. 
Title: Re: Old Friends & a New Game
Post by: Hobs on June 08, 2014, 10:50:25 AM
The last article topic, and the one that I know old KaS members wil love to hear about, is open world competition.  You folks were some of the best pvPers in UO and I would love to see you set loose in PFO.  :)

Open World Competition

Not all sandbox games have open world competition or PvP, nor is every decent PvP game a sandbox.  However, when you put the two together, you get a level of realism and dynamism that stands out among games where competition and PvP are isolated to certain zones, limited to only predetermined opponents, etc.  Certainly, competitive play is not everyone's cup of tea, but competitive play does not strictly mean that participants must be the ones slugging it out in traditional PvP fashion.  In a territorial control based, settlement vs. settlement competition, the harvester gathering valuable resources, the crafter helping build a new settlement structure, or the merchant opening new markets for his goods are all involved in competitive play.  Of course, there will also be plenty of opportunities for PvP, since the struggle for territory and resources are at the very heart of PFO.

Benefits:

As mentioned above, there will be many forms of competition in PFO, but given that most people unfamiliar with the game will have questions/concerns focusing on traditional PvP, let us focus on those considerations.

In my mind, the benefit to open world competition in a territorial control, settlement vs. settlement game is that there will be a meaningful context for most of the PvP occurring in PFO.   Unlike free-for-all PvP venues, where everyone is a target for little more reason than the thrill of the kill and what the winner can strip off the loser's corpse, the vast majority of PFO's competition will revolve around controlling territory, controlling that territory's resources, and defending your own holdings.  To this end, Goblin Works has taken a rather layered approach by providing a range of PvP opportunities depending on the scale of the competition, from individual character to entire settlements and even nations.  Below is a list outlining some of the proposed forms of conflict with links provided to the Paizo board discussion threads and the link to the Developer's blog for each:

•   Feuds - used by units as small as individual companies to engage in "sanctioned" PvP (i.e. PvP that will not affect reputation or alignment).
•   Raids - used to attack and plunder outposts.
•   SAD (Stand and Deliver) - used by bandits to attempt to demand goods/coin from travelers.
•   Bounties - contracts allowing you to hunt down and dispatch individuals for profit.
•   Guard Contracts - for hiring on to guard caravans and the like.
•   Factions - though still being fleshed out, warfare based on membership to NPC factions.
•   War - settlement vs. settlement or greater PvP.

This list does not include "sanctioned" PvP stemming from enforcing a settlement's laws against those flagged as criminals, attacking trespassers, or defending against anyone flagged as hostile due to their aggressive behavior, etc.

Considerations:

Certainly, the hope is that if PFO provides this many opportunities for PvP minded players to scratch their competitive itch, that they will be less likely to bother those who don't have that itch at all.  Does this mean that if you are not engaging in any of the PvP activities listed above that you will be safe?  No.  Open world conflict means that the conflict can reach any part of the world, including where you might be peacefully doing your nonviolent business.  Of course, some places will be far more dangerous, and conversely, far safer than others, but even with all these opportunities for what we might call constructive or "meaningful" PvP, nothing will stop a player from attacking you if they desire to do so.  This is part of living in a sandbox game - some players' idea of player-made objectives may include some rather unseemly activities.

However, there are two things to keep in mind.  First, as with so much of PFO, working in groups can alleviate much of this concern.  The most passive traveler, harvester, or merchant will likely have settlement members more than willing to act as guards.  In fact, any settlement worth its salt will devote whole companies of well seasoned PvPers to acting as guards, sentries, home defense, etc., so as to protect their members who are less skilled in combat.  Second, PFO will contain a number of mechanics that provide consequences for PvP outside the methods outlined above, including a reputation and alignment system that will, in part, control access to skill training and settlement membership.  The practitioner of repeated poor behavior might quickly find themselves out of a home, out of access to the skills they desire, and onto multiple groups' kill on sight lists.
Title: Re: Old Friends & a New Game
Post by: Jazrael on June 08, 2014, 12:08:09 PM
So glad you found us again :)

Reminiscing about the old UO days brought back some great memories.     I'll try to find some old pics and stories to post in the neglected "rp" section. 

Thanks for posting all of this information for Pathfinder Online. 

I saw another post on the Shroud of Avatar forums for all the "UO Catskills Rpg'ers" to give a shout out and reconnect.  Thought some of you might like to reconnect with some more old friends.

https://shroudoftheavatar.com/forum/index.php?threads/uo-catskills-rpgers-im-shouting-out-to-you.1014/

Title: Re: Old Friends & a New Game
Post by: Jazrael on June 10, 2014, 05:42:47 PM
Still going through all of this information. :)   It'll take me a couple of days to digest it all.

I did get in touch with Irulia from UO Cats and told him about  Pathfinder Online as well.   

I saw Golgotha lost it's place in the land grab.. how will that affect things at this point?
Title: Re: Old Friends & a New Game
Post by: Hobs on June 11, 2014, 09:52:54 PM
Jaz had asked for some links to combat info.  I'm placing these in chronological order (oldest to newest), so be mindful that some of the oldest info might now be out of date.

1. The Combat System - Stamina and the Refresh mechanic and the Ability bar.
https://goblinworks.com/blog/a-three-headed-hydra/ (https://goblinworks.com/blog/a-three-headed-hydra/)

2. Critical Hits will inflict long-term debuffs that must be healed away.
https://goblinworks.com/blog/gentlemen-you-cant-fight-in-here-this-is-the-war-room/ (https://goblinworks.com/blog/gentlemen-you-cant-fight-in-here-this-is-the-war-room/)

3. Combat Math
https://goblinworks.com/blog/murder-by-numbers/ (https://goblinworks.com/blog/murder-by-numbers/)

4. Spells, Spellbooks, & Wizards
https://goblinworks.com/blog/i-put-a-spell-on-you/ (https://goblinworks.com/blog/i-put-a-spell-on-you/)

5. Settlement PvP
https://goblinworks.com/blog/they-flew-the-colors-they-began-to-fight/ (https://goblinworks.com/blog/they-flew-the-colors-they-began-to-fight/)

6. Combat Effects
https://goblinworks.com/blog/an-echo-and-a-strangers-hand/ (https://goblinworks.com/blog/an-echo-and-a-strangers-hand/)

7. Settlement Wars, Company Feuds, and Sanctioned PvP.
https://goblinworks.com/blog/the-man-in-the-back-said-everyone-attack/ (https://goblinworks.com/blog/the-man-in-the-back-said-everyone-attack/)

8. Raiding Outposts!
https://goblinworks.com/blog/on-we-sweep-with-threshing-oar/ (https://goblinworks.com/blog/on-we-sweep-with-threshing-oar/)
Title: Re: Old Friends & a New Game
Post by: Hobs on June 11, 2014, 10:06:28 PM
The same, but for Crafting and such:

1. Harvesting, Processing, & Crafting
https://goblinworks.com/blog/butchers-bakers-and-candlestick-makers/ (https://goblinworks.com/blog/butchers-bakers-and-candlestick-makers/)

2. Gathering & Crafting
https://goblinworks.com/blog/if-i-had-a-hammer/ (https://goblinworks.com/blog/if-i-had-a-hammer/)

3. Crafting & Item Quality
https://goblinworks.com/blog/iron-and-coke-chromium-steel/ (https://goblinworks.com/blog/iron-and-coke-chromium-steel/)

4. Salvaging, Harvesting, Gathering & Outposts
https://goblinworks.com/blog/dust-off-the-moon-and-lets-begin/ (https://goblinworks.com/blog/dust-off-the-moon-and-lets-begin/)

5. Spellbooks & Implements
https://goblinworks.com/blog/by-the-time-i-lose-it-im-not-afraid/ (https://goblinworks.com/blog/by-the-time-i-lose-it-im-not-afraid/)
Title: Re: Old Friends & a New Game
Post by: Hobs on June 13, 2014, 12:16:18 AM
What else can I do for you to understand this game better?
Title: Re: Old Friends & a New Game
Post by: Jazrael on June 13, 2014, 02:04:19 AM
The more I've been reading.. the more interesting the game sounds.   

I watched a 4 part video of MMORPG interviewing Ryan Dancey that answered a lot of my basic questions about the games progress, goals and mechanics.

http://www.youtube.com/watch?v=e8LW46TDHYs (http://www.youtube.com/watch?v=e8LW46TDHYs)

I'm impressed with how much information is packed in the blog as well.

Rev and I plan on signing up for August early enrollment.
Title: Re: Old Friends & a New Game
Post by: Hobs on June 13, 2014, 07:10:49 AM
For the snappy-friendly home I've promised, I would love to introduce you to the Pax crew (both Aeternum & Golgotha), and if you'll be on board for EE, get you set up for voting in the Land Rush to help ensure you/our home is in a spot we all find beneficial.

this is very exciting!  :)  Now drag Izzy along with you.  ::)

Here's out Team Speak info:

Download: http://www.teamspeak.com/?page=downloads (http://www.teamspeak.com/?page=downloads)

You want to download the client for whichever operating system you are working under.

IP: 50.56.93.195
Port: 9987
Password: yuengling

When you log in for the first time you create a user in a database. One of our officers can give that user permissions once you have logged in once, even if you are offline. Guest users have very, very few permissions.
Title: Re: Old Friends & a New Game
Post by: Hobs on June 13, 2014, 09:33:14 AM
Grr...I missed the latest crafting "vlog":

6. More Info on Crafting
https://goblinworks.com/blog/more-info-on-the-crafting-system/
Title: Re: Old Friends & a New Game
Post by: Marak on June 13, 2014, 03:00:00 PM
What else can I do for you to understand this game better?

So I've been reading alot, and for the most part understand the basic mechanics of how things are supposed to work in the game. With a few exceptions.

Lets talk about settlements for a moment.

I'm still having a bit of a hard time finding specific information on how multiple guilds interact within a single settlement. For instance, Pax Golgatha was the one a few of us are interested in. Golgatha will be the owner/ruler of this settlement. But in our conversation on vent, you said there would be multiple guilds living there, including a few that are just setup to run and manage the city. I think this is the part that confuses me. Is Pax Golgatha a guild, or an alliance of guilds.

What I really want to know is, what exactly are we looking at politics wise in this settlement. Will we be expected to form a guild, or join an existing one? What limitations will this settlement put on our play, I'm certain somewhere the alignment system comes into effect. Will the settlement itself be organized like an alliance in EVE, or will each corp/guild be free to do their own thing.

These are the things I'm curious about, the actual game information is solid. I want to know a bit more about the player driven content.  ;D

Also, I'll be the first to say that I'll be dropping 100.00 into this come July. I need to save my pennies for the Steam sale first, but after that... 
Title: Re: Old Friends & a New Game
Post by: Jazrael on June 13, 2014, 04:48:51 PM
Teamspeak...  that's so 10 years ago *teases* 
Title: Re: Old Friends & a New Game
Post by: Hobs on June 13, 2014, 05:38:24 PM
First...ICQ is so 10 years ago.  :P  (well, maybe 15...)

Marek,

I would really like to get you on Team Speak with our Golgothan officers, but for the sake of your other members:

"I'm still having a bit of a hard time finding specific information on how multiple guilds interact within a single settlement. For instance, Pax Golgatha was the one a few of us are interested in. Golgatha will be the owner/ruler of this settlement. But in our conversation on vent, you said there would be multiple guilds living there, including a few that are just setup to run and manage the city. I think this is the part that confuses me. Is Pax Golgatha a guild, or an alliance of guilds."

I think I may have not been clear on the "multiple Guilds" part living in Golgotha. Let me number these off...

1. Golgotha is both the name of the settlement and the Leading "guild".  The term "guild" as we are used to in other games doesn't really apply to PFO.  You have "Chartered Companies" (CC) with a soft (not totally pinned down yet) cap of 50 or so members.  Charter Companies join settlements, so you can have multiple CCs in a settlement.  Thus, Golgotha as a settlement, has multiple CCs...some will be straight forward, large scale warfare army, some are going to be assassins and guerrilla warfare, etc.  We can invite other CCs into the settlement, and depending on how much they wish to contribute in time and effort for the settlement, their CC leadership can have a say in the lower advisory council of the settlement, or a seat on the higher governing council.  As little or as much involvement as they wish, depending on their members' interest.  All of this council business is strictly player created - the game provided mechanics of actually running a settlement are still vague (I can get you the blogs).

2. Your group could toss in with an existing CC that you like or start working on building your own if it had a more original theme.  For instance, I don't think Golgotha has a mercenary CC at present, whether for hired contracts or protecting its trade/caravans/harvesting operations, etc.

3. Currently, all Golgothan CCs are original Golgothan "guild" members.  There is even a way to be free agents that call Golgotha home, but they have very limited rights as citizens, access to info-sec/intelligence/etc.

"What I really want to know is, what exactly are we looking at politics wise in this settlement. Will we be expected to form a guild, or join an existing one? What limitations will this settlement put on our play, I'm certain somewhere the alignment system comes into effect. Will the settlement itself be organized like an alliance in EVE, or will each corp/guild be free to do their own thing."

1. As stated above, you could either toss in with an existing CC or try forming your own.  For example, one of our latest recruits is a Shadowclan member and we're talking about having him create a Half-Orc CC in Golgotha.

2. What do you mean by "limitation on your play"?
Title: Re: Old Friends & a New Game
Post by: TheSnork on June 13, 2014, 06:40:39 PM


3. Currently, all Golgothan CCs are original Golgothan "guild" members.  There is even a way to be free agents that call Golgotha home, but they have very limited rights as citizens, access to info-sec/intelligence/etc.



So we'd be serving under a guild of shit demons? ( so sorry I had to :) )

It could just be me that I've missed it because theres just a ton of info to digest, but will there be ingame DMs? Kinda like you were back in UO or will there just be player created things(if that what I'm reading correctly) and RPing?

That will be the big draw for me not lookin for another game that has RP servers and you just don't get it. WoW had it for a bit then it just seems to disappear I know the guild still does things in game but the game itself lost its flavor for me a long time ago. I've tried other games: WaR, Conan, SWtOR, and ESO which all lost their juice. I'm pretty much just waiting for my subs to expire so I can justify removing them from my comp. I'm desperate for some good player interaction other than just beating up mobs and people, I've gone as far as skyping a few friends who live out in vegas for some table top D&D action but they don't play that often.
Title: Re: Old Friends & a New Game
Post by: Jazrael on June 13, 2014, 07:26:03 PM
oh Snorky...  *chuckles*

Golgotha means "the skull" 

I don't think they picked the guild name for the "demon of poo"  meaning...   
Title: Re: Old Friends & a New Game
Post by: TheSnork on June 13, 2014, 07:27:28 PM
Dogma has been on this week I couldn't help it  ;D
Title: Re: Old Friends & a New Game
Post by: Hobs on June 13, 2014, 07:27:49 PM
TheSnork,

As someone who used to manage that kind of player generated, content, I feel your pain,  I've been waiting since UO to find another game that has both the right players, and the right game mechanics/environment to allow us to make our own fun.

Given its root in Pathfinder table top, PFO will likely have more of those kinds of players.  As for Seer-run activities, Golin Works has several things in the works.  One of the benefits provided Alpha backers is the ability to play monsters for Dev sponsored activities.  what those activities are and how often they will happen, I'm not sure.  I'll try to get you a link where they mentioned it.  I do recall something about possible game generated story-arcs and the like.

Given its smaller scale, single server, and niche market, Goblin Works is making a huge effort to connect with its community, so though there might not be as much game provided RP content as GM backed Seers used to produce in UO, they do seem very interested in keeping contact with us, listening to our input, using their Crowd Forging structure to gather our opinions on given plans, etc.  Not only have Devs and the CEO chimed in on various forum discussions to add clarity of correct misconceptions, but we at Pax Gaming have had two different instances where Devs from Goblin Works have run podcats with us.  This is something you might see MMRPG or Ten Ton Hammer Catch (or at least an interview), but these have been 40-50 minute podacast Q&As...and we're just one group of PFO customers. 

Here's the latest one...has great info about how settlements will be working: http://www.gobbocast.com/ (http://www.gobbocast.com/)

So can I promise it will be just like old UO, no.  Will there people pushing to regain our old UO community fun...you bet...if I have anything to do about it.  :)  And based on my experience, all it takes is a handful of committed people getting the ball rolling.  I'm closely networked with 5 settlements currently.  They all would love to do some player created, spontaneous RP plot interaction, and they cover the alignment scale from LG paladins to CH Bandits to Le Golgotha.

And I loved Dogma...all accept the s&#@* demon part.  :)
Title: Re: Old Friends & a New Game
Post by: Hobs on June 13, 2014, 07:33:37 PM
For a better idea of Golgotha (not the poop demon), here is our new introduction letter we're using in recruitment:

Greetings from Golgotha,

The settlement of Golgotha is the premier Evil group in the current Pathfinder Online community, and we are interested in talking to you about securing your rightful place at our side. Golgotha is dedicated to becoming the strongest military force in the River Kingdoms. Working towards that goal, we need as many like-minded people as we can get. Our vision of a strong mountain home, spreading its influence across the lands, may be a grand one, but with the ambition and drive of people like you, we believe that it is well within our reach. Through the quality of our soldiers, the skill of our crafters and the overwhelming power of our magic, we intend to crush any resistance to Golgothan dominance. Join us, and together we will carve our legacy of indomitable strength into the very map of the River Kingdoms.

We believe that your company...blah blah blah...this is where we put the part in to personalize the message.  For you guys...hmm...you play evil really well and you kick ass in PvP...and Jaz will bake us cookies?

By joining Golgotha, you will become part of the greatest PvP fighting force in Pathfinder Online. You will find safety within our walls, protected lands where your members can freely explore and gather, and the potential for contracting your own Points of Interest. Our citizens will enjoy regular and varied possibilities for meaningful PvP, though participation will be voluntary. Of course, in the most dire of circumstances, such as settlement-wide war, every member will be called to service, each according to their skills.

When joining Golgotha, you will decide your degree of responsibility. You may be granted a seat in the Low Council, an advisory group that puts forward motions to be voted on, or with greater dedication and involvement, you may receive a seat on the High Council, the actual voting body of Golgotha. Whether you hunger for PvP, live for crafting, trading, gathering or PvE, Golgotha embraces your passion. And though we stand as a united power, have no fear for the loss of your identity. You will retain complete autonomy over your self-governance and recruitment, though you will be required to follow Golgothan laws.

We look forward to hearing from you. We are certain that we can strike a mutually beneficial deal that favours everyone involved.
Title: Re: Old Friends & a New Game
Post by: Jazrael on June 13, 2014, 07:42:50 PM
"you play evil really well and you kick ass in PvP...and Jaz will bake us cookies?"

*laughs*  yeah..  I play evil really well.. kick ass in pvp.. bake cookies with dragon fire.. and have been known to make grown men eat their vegetables..   


Title: Re: Old Friends & a New Game
Post by: TheSnork on June 13, 2014, 07:44:34 PM
"you play evil really well and you kick ass in PvP...and Jaz will bake us cookies?"

*laughs*  yeah..  I play evil really well.. kick ass in pvp.. bake cookies with dragon fire.. and have been known to make grown men eat their vegetables..

*shudders*
Title: Re: Old Friends & a New Game
Post by: Hobs on June 13, 2014, 09:03:21 PM
I forgot...add to Goblin Work's attempts to connect with their customers the fact that their newly hired community manager has been to every top 40 guild website since she started a week ago.

She's posted on Pax's 3-4 times already.
Title: Re: Old Friends & a New Game
Post by: Marak on June 13, 2014, 11:43:56 PM
He cookies taste like broccoli.  :P
Title: Re: Old Friends & a New Game
Post by: Hobs on June 14, 2014, 04:21:51 AM
Great...I leave all that info as answer to his question and what does Marek reply with?  A crack about her cookies.  I feel so...unloved... :'(
Title: Re: Old Friends & a New Game
Post by: Hobs on June 14, 2014, 05:18:12 AM
More answers to Marek's questions:

1. As of now, characters can have membership in up to three (3) separate Charter Companies, but only one of those can be attached to a settlement.  In this way, you can be connected to multiple groups depending on your playing interests, but only have "loyalty" and the benefits of membership to one settlement.  If you are not connected to a player settlement, you will default back to one of the starter towns.  You always have to have connection to some settlement/starter town.

2. As we get ready to roll out our new Empire of Xeilias website (and disconnect it from pax Gaming so that new Empire settlements don't feel obligated to be a part of Pax Gaming), our Golgothan CCs now have their preliminary CC descriptions.  I'm going to post them here for your benefit, but remember they are still in rough draft form.  Remember also, we have ways for new CCs to join...Sponsored Charter Companies (more responsibility/benefit with Golgotha) and Private Charter Companies (less responsibility/benefit) so it is totally possible to start your own instead of folding into an existing CC.
Title: Re: Old Friends & a New Game
Post by: Hobs on June 14, 2014, 05:20:06 AM
Charter Company Name: House Karnath
Nation Name: Empire of Xeilias
Settlement Name: Golgotha
Alignments: Lawful Evil
Pax Gaming Membership Status: Mandatory
Role: Settlement Management, Recruitment, and Necromancy/Magic PvP augmentation to the Military
Voice chat: Teamspeak. Use is Recommended.

Leadership:
House Karnath is a Patriarchal House. There are several officers that will be placed within House Karnath in order to better manage Golgotha, but the majority of responsibility for the company falls to the Lord Regent and his advisers.

Player Roles Accepted:
We are strictly a PvP and management company. Skills will be devoted to augmenting the military and running the settlement of Golgotha.

Ideology:
We are an organization that represents the "government" of Golgotha. Members will be expected to focus their skills into leadership abilities, combat abilities, and management abilities in order to secure Golgotha. All members of House Karnath are representatives of Golgotha and are expected to live up to Golgothan Standards.

Who Should Join:
Roleplayers, Arcane practitioners, Necromancers, and PvPers will find a stable home in House Karnath. Whether in the Lord Regents Honor Guard or a Cabal of Necromancers anyone interested in having this level of impact on Golgotha will find a welcoming home in House Karnath.

The Companies Contribution to Golgotha:
During times of conflict we will lend our aid in order to augment the capabilities of the military. Whether it be through leadership skill training or more soldiers on the battlefield.
During times of peace we will focus on managing the settlement to increase DI as well as spread Golgotha's Influence.
Title: Re: Old Friends & a New Game
Post by: Hobs on June 14, 2014, 05:21:55 AM
Charter Company Name: House Winterfield
Nation Name: Empire of Xeilias
Settlement Name: Golgotha
Alignments: Lawful Evil, Lawful Neutral, Neutral Evil
Pax Gaming Membership Status: Not Required
Role: We will be primarily harvesters,craftsmen and traders. We will also do POI and Outpost management.
Voice chat: Teamspeak. Use is Mandatory.

Leadership:
House Winterfield is a dictatorship with a advisory council of officers.

Player Roles Accepted:
All Commoners,Experts, Aristocrats and Traders. If 50% or more of your monthly XP is going into crafting, harvesting or refining skills. We are the charter company for you.

Ideology:
We are the craftsmen of Golgotha. Through us will the economy flow and the power/wealth that comes with it.

Who Should Join:
All those that wish for wealth through crafting, trade or harvesting. We accept all classes.

The Companies Contribution to Golgotha:
We are the engine that drives the machine of war. As Golgotha's harvesters, refiners, and crafters, we may not be the soldiers - we make the soldier deadlier. During peace we will work on making wealth and riches beyond imagination for the Empire, House Winterfield and ourselves.
Title: Re: Old Friends & a New Game
Post by: Hobs on June 14, 2014, 05:22:37 AM
Charter Company Name: Maelstrom
Nation Name: Empire of Xeilias
Settlement Name: Golgotha
Alignments: Lawful Evil, Lawful Neutral, Neutral Evil
Pax Gaming Membership Status: Recommended
Role: We are Golgotha's Formal army, we only accept those that have interest in military operations.
Voice chat: TeamSpeak. Use is Recommended.

Leadership:
Maelstrom is fairly compartmentalized, each brigade is run by an officer and has some amount of autonomy in how they accomplish their mission. Every brigade officer answers to the general of the army.

Player Roles Accepted:
We accept all those who would like to do large scale combat, of all varieties or skill types. As long as you are willing to learn, you always have a place in Maelstrom.

Ideology:
Through strength of Arms we bring peace. We are the war machine of Golgotha, when we go to war, we are the force they call to start the siege. In times of peace, we stand vigilant, and protect our citizen's and our territory from all who might oppose us.

Who Should Join:
All those who wish to help aid Golgotha in it's goals to bring order to the world. We accept all classes, as everyone is useful to help make us the best and largest fighting force of Golarion.

The Companies Contribution to Golgotha:
We are the main military force of Golgotha, during war times we will lead the charge to take a settlement. During peace, we will protect our citizen's from the dangers of the wild, and we will guard our lands from all who would dare trespass.
Title: Re: Old Friends & a New Game
Post by: Hobs on June 14, 2014, 05:25:17 AM
Charter Company Name: The Bloody Hand
Nation Name: Empire of Xeilias
Settlement Name: Golgotha
Alignments: Neutral Evil
Pax Gaming Membership Status: Recommended
Role: Assassinations, POI raiding, and general mayhem
Voice chat: Team Speak. Use is Mandatory.

Leadership:
The Bloody Hand is a dictatorship with a small advisory council. Large decisions will be presented to members to voice their opinion on but all final decisions are made by the Grand Master of the order.

Player Roles Accepted:
We are a strictly militant order. We do not accept those who are primarily harvesters or craftsmen.

Ideology:
We stand as an Order of warriors, thieves, assassins and evil clerics. Members will be expected to kill, and kill frequently. We live in the shadows of Golgotha. We take from those we can and complete our assigned contracts without mercy. We are the hidden blade of the state.

Who Should Join:
Assassins and raiders act as a massive force multiplier. One dagger sliding along the neck of a king can send a kingdom into turmoil. A small group of raiders can cause cities to starve and industry to grind to a halt. A cabal of necromancers razing undead can spread chaos and disorder to an enemy's lands. Anyone interested in having this level of impact on the river kingdoms will find a welcoming home in The Order of the Bloody Hand.

The Companies Contribution to Golgotha:
During times of conflict The Order will be deployed into the enemies home territory to assassinate their leaders and wreak havoc on their supply lines. We will bring the enemy to the brink of starvation and chaos before our main armies even begin to fight.
During times of peace we will accept contracts for multiple types of wet work. Assassination contracts, caravan ambushes and POI harvesting of a more aggressive nature just to name a few. This work during peace time will swell our coffers and hone our skills for when the State calls upon us again.
Title: Re: Old Friends & a New Game
Post by: Jazrael on June 14, 2014, 08:31:26 AM
I would like to learn more about the skills/traits available to each alignment. 

Will there be any benefit to being LN, such as walking into more settlements and learning more skills?

Have they made a list of special skills for LG, LN, and LE etc. or are they still working all of that out?
Title: Re: Old Friends & a New Game
Post by: Hobs on June 14, 2014, 09:42:52 AM
Again, given the smaller company and niche crowd they're catering to (think Eve Online when it first came out), they are, at least for the 18 months of EE, going to be running with minimum viable product.  That means they will work on the most crucial items first, then work their way to more detailed, corner case content as they go.

I doubt any alignment specific skills will be out at the very beginning.  Though the game is skill based, there will be archetypes (think the common classes in a typical RPG).  The starting four will be Fighter, Rogue, Cleric, and Wizard.  Many of the more specialized "classes" that will come later, such as a Paladin, will have many of the same basic fighter skills to begin with, so skills attained before the more alignment specific "classes" arrive will not be wasted.  since there is no skill cap (like there was in UO), you can't actually have "wasted" skills, just more diversity of skills when new offered skills come into game.

They have talked about alignment or even deity specific cleric skills/spells, obviously skills that only alignment based "classes" like Paladins and Assassins would use, etc.

At the beginning of EE, they have talked about having Alignment and even possibly Reputation turned off so that they can test certain game mechanics without people worrying that their Alignment or Reputation would get significantly changed by needed testing behavior (e.g. your Alignment swings from LG to CE because you keep helping test combat by attacking people in "unsanctioned" PvP).

When all those mechanics are up and running, they have always said that determining another person's Alignment is going to be tough to do, so it should be possible for people who are not exactly in the Alignment range of a player settlement to walk in unmolested.  we'll see.  Personally, I think they'll find that if its too constricting on play, Alignment may get watered down a bit, and left more to RP (where I would rather have it).
Title: Re: Old Friends & a New Game
Post by: Jazrael on June 14, 2014, 09:20:11 PM
I got my teamspeak set up with user name Ellowyn.
Title: Re: Old Friends & a New Game
Post by: Hobs on June 14, 2014, 10:52:47 PM
Marek...did that help or is there something I can still answer for you?
Title: Re: Old Friends & a New Game
Post by: Marak on June 16, 2014, 09:37:28 AM
Marek...did that help or is there something I can still answer for you?

We'll have to talk, since I can't post what I want to on here. I have been brainstorming and consulting with my inner Corin. What does lawful evil mean to me. Lets just say that when I told Jazzy what my idea was, she was quite unsettled. I took that as a good sign.

I may not be the villan Golgatha wants, but I may be the one it deserves. Muhahaha!
Title: Re: Old Friends & a New Game
Post by: Hobs on June 16, 2014, 12:36:37 PM
You may be surprised.  :)
Title: Re: Old Friends & a New Game
Post by: TheSnork on June 16, 2014, 07:29:15 PM

I may not be the villan Golgatha wants, but I may be the one it deserves. Muhahaha!

Is it wrong that I'm slightly aroused?
Title: Re: Old Friends & a New Game
Post by: Hobs on June 16, 2014, 08:11:24 PM
Okay, Marek...so I'm ready to be "unsettled". 

will you be on Ventrilo tonight?  I'm giving over my computer to my son until probably 10 pm EST (about an hour from now).  The Gideon Night in me would be happy to chat about your dark and sinister plans.
Title: Re: Old Friends & a New Game
Post by: Hobs on June 19, 2014, 01:30:40 PM
You PvPers need to read/watch this newest blog/vlog...they've added a new feature to the game for EE to keep us busy with possible PvP while we wait for full settlements to come in. (https://goblinworks.com/blog/war-of-towers/ (https://goblinworks.com/blog/war-of-towers/))

Looks like good stuff.
Title: Re: Old Friends & a New Game
Post by: Hobs on June 23, 2014, 12:54:15 PM
If you stop over at the Land Rush map https://goblinworks.com/landrush/ (https://goblinworks.com/landrush/), today's changes to settlement locations are now in.  If you click the green tab at the top left ("control overlay") it will turn off the settlement icons and show the settlement hex letters (easier to find things).

Golgotha is at "W" and negotiations with another PvP oriented, potentially evil alignment group have paid off to place them in "AA", just to the northeast.

We have the Northern Coalition - a non-aggression pact - between settlements at "I", "X", "AA" and "W", as well as the white horse head with the blue/white background just east of "I" (that's Callambea...they won their spot already in the first Land Rush).

To the east of all those settlements is the first starter town in the game, Thorn Keep, so we will basically be controlling all travel passing out of the starter town on the main road.  Good for trade, for catching new players venturing into the world, etc.
Title: Re: Old Friends & a New Game
Post by: Jazrael on June 23, 2014, 03:24:21 PM
*Gets her "pay tribute" sign ready for the road*    ;) 


I took the plunge and got my EE account, which gives me 2nd month access.   

Do I need to fill out an application to be a member of the PAX forums, or just wing it as a guest for now? 

Also, the "apply" button on the Golgotha guild page is for our vote for the land rush, correct?
Title: Re: Old Friends & a New Game
Post by: Hobs on June 23, 2014, 04:15:30 PM
Jaz,

YAY!  Now that I got that out...

You want to sign up here first...the snappy new Xeilias Empire website: http://www.xeilias.com/index.php (http://www.xeilias.com/index.php)

...but specifically sign-up by following the steps listed here:
http://www.xeilias.com/index.php?threads/joining-golgotha.43/

We made this so that people playing PFO who want to be in Callambea or Golgotha can be, without having to necessarily be Pax Gaming members.  We are still moving huge amounts of posts and threads over to the new site, so it looks pretty bare (it's only been public for a bout two days).  Now...if you want to be part of Pax Gaming Community and possibly benefit from involvement in other game Divisions or read/write on our forums while we wait for PFO, that's fine too.

As for voting, yes, the "Apply" button on Golgotha's description page is how you cast your vote.  Our guild admin on that site will then accept your vote and it will be added to our total.  Here's the page:
https://goblinworks.com/landrush/guild/10 (https://goblinworks.com/landrush/guild/10)

So now...where's Izzy...*rubs hands together as he plots*
Title: Re: Old Friends & a New Game
Post by: Marak on June 24, 2014, 04:16:00 AM
July :)

All my ill gotten gains are tied up in the current Steam sale. I'm still tumbling ideas around in my head as well.
Title: Re: Old Friends & a New Game
Post by: Hobs on June 24, 2014, 08:57:20 PM
That sounds painful.  :o
Title: Re: Old Friends & a New Game
Post by: Hobs on June 25, 2014, 10:33:41 PM
Dear Diplomats & Personal Contacts ,

(yes, this is a form letter to save me retyping this every time)  :)

The Empire of Xeilias is happy to announce the launch of our new EoX website.  This website should afford us a location for Northern Coalition members, allies, friends, and foreign diplomats to discuss topics about PFO, separate from the Pax Gaming Community website.

To apply for diplomatic status, please visit:

http://www.xeilias.com/index.php?threads/to-all-visitors-and-diplomats-to-the-empire.173/ (http://www.xeilias.com/index.php?threads/to-all-visitors-and-diplomats-to-the-empire.173/)

Thank you for your time and I hope to chat with you soon.

Hobs
Title: Re: Old Friends & a New Game
Post by: Hobs on June 26, 2014, 08:17:37 PM
We now have out 5th settlement included in the Northern Coalition.  :)
Title: Re: Old Friends & a New Game
Post by: Hobs on June 27, 2014, 10:32:21 AM
New Gobbocast podcast focusing on the leaders of the three settlements that won their settlement sites in the original Land Rush (roughly a year ago).  http://www.gobbocast.com/ (http://www.gobbocast.com/)

Callambia is one of these three and is one of the two settlements in the Xeilias Empire.  Charlie George is its High Thane.

Gobbocast is a podcast and blog site sponsored by Pax Gaming.
Title: Re: Old Friends & a New Game
Post by: Jazrael on June 27, 2014, 11:15:29 AM
The twitch video shows Morbis running around playing in alpha Pathfinder.. it amused me.

http://www.twitch.tv/morbismia/b/542134999 (http://www.twitch.tv/morbismia/b/542134999)


Title: Re: Old Friends & a New Game
Post by: Hobs on June 27, 2014, 01:09:21 PM
Yeah...he's already been getting plenty of ribbing about his voice and looks...he's 24, but looks/sounds 12. :)
Title: Re: Old Friends & a New Game
Post by: Hobs on June 30, 2014, 06:34:05 PM
How is everyone doing?
Title: Re: Old Friends & a New Game
Post by: Hobs on July 01, 2014, 08:18:44 AM
Dear Cosmic Fools,

Always looking to help you keep your people informed, there is a new podcast from Gobbocast (the podcast/blog site run by Pax Gaming) featuring another interview with Lead Designer Lee Hammock.  This one deals with towers, the importance of group play, and his encouragement of smaller groups on the Land rush board needing to hook up with larger groups to be successful (i.e. they aren't going to be able to hold a settlement with only a handful of people).  http://www.gobbocast.com/?p=741 (http://www.gobbocast.com/?p=741)

Hope you and yours are well.  Anything else I can do to help, let me know.

Hobs
Title: Re: Old Friends & a New Game
Post by: Jazrael on July 01, 2014, 01:12:45 PM
I read that one of the Pax members has an extra account to sell.   I'm assuming it's an Alpha?   

We were curious as to how much he wants for it and now I can't find the message on the forums.   
Title: Re: Old Friends & a New Game
Post by: Hobs on July 02, 2014, 08:02:23 AM
It was one of our new members and he had several $100 accounts from the original kickstarter (which included all the daily deals and Destiny's Twin).  I know Morbis wanted to buy one, but I don't know if there are any left...I'll ask on TS when people are awake.

How is everything else?  How's the boss-man's diabolical backstory coming along?

Almost forgot (had to come back and edit) - I received a PM from one of the old Undead Catskills players over on the Shadowclan board.  He's also very interested and wouldn' love to see us reconstruct some of the Catskills Evil community in PFO...so we may have others tagging along.  :)
Title: Re: Old Friends & a New Game
Post by: Jazrael on July 02, 2014, 09:22:41 AM
Thanks :)

Oh.. I'm sure he's "cooking" something up...    but he's being secretive. 


Is there a podcast or blog on fan fiction/artwork?    It would be great to see other people promoting creative writing and fan artwork in the game as well.
Title: Re: Old Friends & a New Game
Post by: Hobs on July 02, 2014, 04:34:12 PM
Not that I'm aware of...would you like to write one?  I think I could likely get it on the blog part of Gobbocast.  :)

And tell the old hermit to stop being so secretive...
Title: Re: Old Friends & a New Game
Post by: Laz on July 04, 2014, 08:05:34 PM
For shits and giggles and because I wanted to see if anything was still there I fired up my long dead UO account for a month; well most of everything I had is still in my bank.  Because I'm nostalgic I rebuilt Izzy's Place in nearly the same spot it was in (the old spot I think is illegal to build in now) and yes it's in Felucca (not pansy land).  I even threw up a quick guild called XKaS (Ex Knights of Arcane Steel).  It might be fun to get our old UO gang back together for a month of mayhem since I know we still have a few of us hanging around.  Let me know if anyone else is game (and btw there is an insane amount of new stuff to figure out but it's built on top of all the old things you remember for the most part)

I'm on Catskills of course

Title: Re: Old Friends & a New Game
Post by: Hobs on July 04, 2014, 08:52:15 PM
I see they seemed to finally move to equipment bars rather than all those stackable bags and packs.  :)
Title: Re: Old Friends & a New Game
Post by: Hobs on July 05, 2014, 10:18:34 PM
A new skills list from the Goblin Works Devs (PFO):

http://paizo.com/threads/rzs2r89e?Who-Trains-What/#5 (http://paizo.com/threads/rzs2r89e?Who-Trains-What/#5)
Title: Re: Old Friends & a New Game
Post by: Hobs on July 06, 2014, 06:09:37 PM
I was talking to Jaz about the Cosmic Fools forming their own company within Golgotha.  She asked if I had any information about company formation and how they will function.  Here's what I've dug up thus far.

GW Blog about companies:https://goblinworks.com/blog/join-together-with-the-band/ (https://goblinworks.com/blog/join-together-with-the-band/)

The Pazio forum discussion thread for that blog...with several Dev clarifications: http://paizo.com/threads/rzs2q5i1?Goblinworks-Blog-Join-Together-with-the-Band#7 (http://paizo.com/threads/rzs2q5i1?Goblinworks-Blog-Join-Together-with-the-Band#7)

I'm still looking for the post where they talked about being able to be in three companies and each earns a different amount of influence (the third company, not at all)...but I haven't found it yet.  :)
Title: Re: Old Friends & a New Game
Post by: Hobs on July 09, 2014, 09:39:57 AM
Callambea just picked up Aseveljet, the Finnish group from the Land Rush boards.
Title: Re: Old Friends & a New Game
Post by: Hobs on July 20, 2014, 03:17:49 PM
Sorry for the absence - been on a 10 day vacation to see my mother.

On the even of another Land Rush vote cut-off (every Sunday evening at midnight), expect some interesting announcements from the Xeilian Empire.

As for you all...how's it been going?

How's the Company "backstory" coming along?
Title: Re: Old Friends & a New Game
Post by: Hobs on July 23, 2014, 07:14:50 AM
Our latest additions:

The Empire has added two new settlements.

1. Kreuz Bernstein (http://Kreuz Bernstein) - half the guild is German, so it widens our time zone coverage, and if you look at their placement on the map, they can be our choke point on the right hand side of the map, keeping people from sneaking up that eastern edge.

2. Mystical Awakening (http://Mystical Awakening) - also nearly completely European.  They're a military dictatorship and plan to provide a route for people to play the soldier role if they rather be Neutral than Golgotha's Evil.
Title: Re: Old Friends & a New Game
Post by: Hobs on July 25, 2014, 09:24:29 AM
Knowing Marak is still plotting as to what "theme" the PFO troupe should have to set them apart, it has struck me that I very much like the idea of your group all being an extended family.  It reminded me of a guild I started years ago in WoW, and though it only lasted a short time (real life issues of members saw it disband), it was the most fun in a guild, partly because of it's strong group theme, that I've had in MMOs.

This was an all Undead (Forsaken) guild joined, as you'll read, by a specially concocted strain of plague present in their blood.  That they were 'made" by the infusion of that blood from one of the "Family" to the next, it linked them.  One RP benefit was that it gave us an IC excuse for tells and group chat...we were mentally linked.

Sorry for the length of the group's original story, but maybe it will help spark something for your group.  :)
-------------------------------------------------
Sanguinarium Origin:

Apothecary Forsythe shifted uneasily from one foot to the other as he waited in one of the many antechambers of the Royal Wing.  That Her Ladyship had summoned him for a private counsel bode well, for Forsythe had not wished for the full nature of his project to be made common knowledge.  Not yet.  However, though a keen ambition for fame and recognition had fueled his aspirations thus far, they made the discomfort of a personal audience no less excruciating.  So much balanced upon the knife's edge.  Forsythe glanced at the shadowed figure waiting motionless nearby and shifted back to his original foot.

At length, the curtain parted and Old Dunham appeared.  He studied the two with a bland expression, then indicated with a bony finger that Forsythe should follow.  A prickle along his back, one that he would surely have enjoyed in other circumstances, jolted Forsythe into motion.  He moved to follow the wizened chamberlain then paused, regarding the figure still motionless in the shadow.  An open hand gesturing "wait" was all he gave before disappearing through the doorway.

"A thing of beauty with claws", a fellow apothecary had called her.  Since his rise to full apothecary, Forsythe had met Her Ladyship only one other time, though her affect on him had suffered nothing in the interim.  He conjured her stately bearing from memory while making certain no stray hairs had removed themselves from his ponytail.  Beauty and the power to raise him from among the mediocrity of the Apothecarium to a place of prestige among the Forsaken all in one exquisite package. 

He waited at the entry for Dunham's signal.  A tension in Sylvanas's voice from found him repeating the latter half of his associate's warning, "With claws…remember the claws…"

"Apothecary Forsythe, of the Apothe-" Chamberlain Dunham paused as Sylvanas, standing before a small throne, cast a glare upon the formalities she seemed less apt to tolerate in her present mood, "-carium…your Majesty."

Dumham gestured Forsythe into the small chamber and took up his traditional post at the door.  Forsythe entered, knelt, and provided his often rehearsed greeting, "As you have commanded, my Queen, I am here to serve." 

Sylvanas regarded Forsythe but made no acknowledgment that would allow him to stand.  She turned her attention upon a small table as if the contents scattered upon its surface demanded her attention.  After a full minute, Forsythe began to calculate his chances for surviving the meeting that he had a minute before hoped would elevate him to greatness.  At length, Sylvanas spoke.

"Report," she said, without outward sign of increased interest in his presence.

"If your Ladyship will recall, you did most charitably deign to charge myself with the creation of a new method by which plagues might be delivered unto our enemies," Forsythe began as he rose.  He stood halfway, realized he had not actually been given leave, and met Sylvanas's gaze now leveled upon him over her shoulder.  He quivered in half-standing limbo for a moment.  She arched a brow.

"Our memory has not withered since last we spoke, apothecary."  Forsythe considered the embarrassment of falling before the Queen.  He endeavored not to fall, but his knees ached from the effort.  "You may stand," she added as she unraveled a map on the small table.  "Continue."

Forsythe cleared his now parched throat and mentally scrambled to reorder his thoughts to something resembling his prepared speech.  "I believe, Your Ladyship, that I have succeeded, given the parameters of your request."

Sylvanas paged through a musty tome.  "Speak of it."

"Your Majesty, I would endeavor to do so, but given the nature of the project, perhaps…" Forsythe glanced in the direction of Dunham who continued his watch by the door.

Sylvanas regarded the apothecary with a second upturned brow.  A glance at Dunham sent him spinning on his heels and out through the tapestry.  The ancient manuscript was tossed back to the tabletop and Sylvanas sat lightly on her throne.  "You have my attention, Forsythe.  Earn it."

Forsythe kept the excitement at hearing his personal name issued from her exquisite lips from showing on his person.  "If you will indulge…," he paused.  Her slightly irksome expression warned him of taking too great a liberty.  "…the previous methods of infection…water, mists, pumpkins...." he waved the attempts of other apothecaries aside with a hand, "have been far too haphazard in their delivery.  As you know, Your Ladyship expressed an interest in inventing a method by which the spread of a plague of our choosing might be more systematic, the random factors inherent in other methods reduced, and the certainty that even targeted individuals be infected increased."  Forsythe paused and studied, respectfully, his audience for her reaction.  A single index finger tapping impatiently on the arm of the throne served as warning not to tarry with self-indulgent rhetoric.  "It occurred to me, Your Majesty, that the element lacking in past attempts was sentience."

Sylvanas frowned slightly.  "How, sentience?"

"Exactly, my Queen.  A plague laden mist cannot readjust its course once an unpredicted wind has blown it afoul of its intended target.  Neither can a laced pumpkin object when the wrong diner selects it for their plate.  But if the bearer of the plague has sentience, such potential mishaps might be avoided."

"To the point, Forsythe.  What have you infected?"

"Not 'what', my Queen, but rather 'whom'."

"We are all of us already infected," Sylvanas countered.  Forsythe could see her interest peeked with the tease of his little secret.  No doubt she was already calculating new possibilities, new opportunities.  What gears must turn behind that mesmerizing countenance, he thought.  Sylvanas frowned slightly at the delay of his answer while he lost himself in the reverie of romantic possibilities. 

Claws, he reminded himself…claws.  "Forgive me, My Ladyship.  Yes…whom.  Using a specially treated body as host, I introduced a special plague of my own invention."

"How, special?"  Sylvanas probed, looking askance from her throne. 

"Ah.  Exactly.  As we are all intimately aware, Forsaken, after being initially struck down by plague, rise up in our current state.  However, though made by plague, we are not ourselves contagious.  Any of us may come into contact with living flesh without transferring our status, if you will, to the living.  This plague, however," he emphasized with an upturned finger to capture her attention, "this plague is contagious in a manner of speaking.  What I have created is a plague, quiet virulent in nature, that resides in the body of a Forsaken.  When the carrier drains a victim of his blood and introduces his own, plague laden blood into the victim's body, the latter is transformed into a Forsaken with the same propagating potential."

Sylvanas leaned forward in her throne; a posture Forsythe was not altogether sure he desired.  "Are you telling me, apothecary, that you have created a vampire?" 

"Not…" he stammered under her full scrutiny, "…not exactly, my Queen.  He possesses no fangs or other mythic qualities.  Rather he would need to drain a victim in more mundane ways and then introduce his own blood through same."

"How then is this more expedient than other methods?"

"Exponential growth, my Queen.  Two, then four, then…"

"I am familiar with the term."

"Ah, wonderful, Your Heinous.  But unlike previous methods, this plague would be directed by an obedient, thinking, reasoning Forsaken."

"How obedient?" Sylvanas questioned.  "The power to create Forsaken is a very guarded one.  I do not fancy the idea of a rogue creation giving rise to an army of its making and of questionable loyalty."

"Of a certainty, my Queen.  Anticipating that very concern, I have worked into the formula of this plague…"

"Meaning his blood." Sylvanas clarified.

"Yes, his blood…certain safeguards.  As I stated, this plague is rather virulent.  In actuality, it would consume its own host if not kept in check.  However, with periodic infusions of stabilizing elixirs, the host is kept viable for as long as any other Forsaken."

Sylvanas narrowed her eyes slightly and reclined back into her throne.  "You would provide me with an army of potentially self-destructing Forsaken, Forsythe?"

"With an army whose loyalty is guaranteed, my Queen.  Given prior history, it is not beyond the realm of possibility that Forsaken might revolt against their masters..." Forsythe trailed off on the last word, realizing his potential blunder by reminding Sylvanas of her own betrayal of the Lich King.

"True," she replied.  Sylvanas tilted her head slightly, regarding Forsythe.  "An army that's existence depends on potions that only we can supply."

"On ingredients for potions that we supply," Forsythe corrected.  "Given extended assignments in the field, our 'agents' would need to fashion their own potions, as you call them.  But as you say, the end result is the same.  If such Forsaken were to desert us, they would be overwhelmed by the plague they carry in their veins shortly thereafter." 

Sylvanas contemplated for several long moments.  "You have one of these creations present, this homunculus of yours?" she asked.

"Of a certainty, my Queen," Forsythe replied, nearly shaking with the anticipation of her approval.

"We would speak with it."

"As you command, my Queen."

Forsythe disappeared through the curtain and returned minutes later.  Behind him was a taller Forsaken male.  He moved with an ease and an air that was not lost on the Queen, but as he neared the throne, he laid himself prone upon the hard floor.

"You train your creations well," Sylvanas observed with no little sarcasm.  She studied the prone figure for a long moment, then glanced to Forsythe.  "Does it have a name?"

"Sanguinarium, my Queen."  Forsythe smiled, hoping it met with her approval.

"House of Blood?" she questioned the apothecary with a suspicious expression.

"Truly, Your Ladyship, though I prefer a less literal translation.  Vessel of the blood or even keeper of the blood might be more apropos."

"There seems a redundancy here, Forsythe…all this blood."

"Redundancy, my Queen, is the milk of science.  It means there are few variables.  Nothing ruins a good experiment like unanticipated occurrences."

Sylvanas returned her probing gaze to the Sanguinarium.  "Quite."  She shifted in her throne.  "I have been told by your master that you will be a willing servant."

"I am Forsaken.  I serve Sylvanas.  Death to the living," it recited to the floor.

Sylvanas shot a saccharine look at Forsythe.  "I can get well rehearsed drivel from any courtier.  Stand."

Sanguinarium slowly stood and leveled an unchallenging yet unwavering gaze upon the Queen.  Sylvanas frowned slightly.

"I think I like you better on the floor.  You have an all too familiar gaze for a servant."  She returned his gaze and continued.  "You are aware your life is tied to your loyal service?"

"I am aware."

"But will you be motivated by need or by desire?"

"I desire life, my Lady.  To meet my desire, I must serve."

Forsythe envisioned a meticulously stacked tower of cards being swept away with one feminine claw.  He would be lucky to get a job dredging the canals, if he was not tossed into them.

Sylvanas spoke to Forsythe though she continued to regard Sanguinarium.  "I give my apothecaries a long leash, Forsythe, for with it, they have produced.  Servants are of little use if they do not produce."

"Of a certainty, Your Heinous," he replied, then held his breath.

Her gaze swung round to fall fully on her apothecary.  "A long leash.  Be certain you do not hang yourself with it."

The sound of Dunham returning to the chamber signaled the end of the audience.  Forsythe bowed profusely, then hurriedly ushered Sanguinarium out of the hall like a parent worried that its child might say something offensive before it can be removed from the scene.
-------------------------------------------------------

Could your family have some disease that has some common features that bind you together, yet also genetically manifest slight variations so that each member is free to develop their own unique take on the disease?  Might be a fun way to link you together, yet allow for personal creativity.
Title: Re: Old Friends & a New Game
Post by: Hobs on July 26, 2014, 10:45:05 PM
A new Gobbocast - this time a video interview with designer Tork Shaw focusing on settlements.

http://www.youtube.com/watch?v=8TUFI9fdDvk&feature=youtu.be (http://www.youtube.com/watch?v=8TUFI9fdDvk&feature=youtu.be)
Title: Re: Old Friends & a New Game
Post by: Hobs on July 28, 2014, 05:51:15 AM
I dropped in on Vent last evening, but you were all deep into what sounded like some PvP or PvE action, so I didn't interrupt.  How's it going over here?
Title: Re: Old Friends & a New Game
Post by: Jazrael on July 28, 2014, 06:24:03 AM
We're doing pretty good.   Your not interrupting us when you come to visit vent.   Just join in..  que the Benny Hill music to get our attention :) 
Title: Re: Old Friends & a New Game
Post by: Hobs on July 28, 2014, 07:16:22 AM
Something else I'm up to over in the Xeilian Empire (though it is more of a nonaffiliated public services as well as for the fun of its members):

"Whisper your desperate dreams with care,
for something's listening ~ Dark Crescent Fair"

Charter Company Name: The Dark Crescent Fair (DCF)
Settlement: Fort Inevitable (if/when possible)
Alignment: Evil - Neutral Evil if an actual Company is formed
Role: Role Play (though earning real income is a welcome fringe benefit)

Purpose:

The Dark Crescent Fair is a role-play oriented company formed to provide a venue for those players who wish to RP Evil characters for not only their own pleasure, but for both the entertainment or others through their performance, and to afford RP contacts/opportunities for non-DCF players who wish to utilize their talents.

Even in a game where a majority of players have opted to play some version of Neutral or Good, most experienced players recognize the benefit of other experienced players playing Evil, and playing it well. Whether darkly sinister, cunningly cruel, macabre, or brutish, Evil RP characters provide temptation, conflict, and challenge. To this end, the Dark Crescent Fair hopes to provide the PFO community with the following:

1. A Walk on the Dark Side - DCF will create a venue for those who wish to RP an Evil character almost entirely for its entertainment value, in that as a company, the DCF will not be gaining influence nor be involved with the activities that require it. What it will afford its members is a welcoming niche within which they can fully flesh out a persona of their making, and do so in the company of other like-minded Role Players. As with people who step out of their daily lives and escape now and again into community theater, DCF wishes to offer players a chance to get away from whatever their regular roles are in PFO and enjoy a walk on the dark side (see below for how often).

2. RP Public Service - DCF will offer the services of its members as RP "extras", clue droppers, nemeses, etc. for those creating player-made plots/story-arcs/quests. Players managing these kinds of player-made events often find themselves needing people to play roles outside the circle of players involved in the event - the witch with the needed potion, the fortune teller with clues pointing the questing party in the right direction (or maybe the wrong direction), the black market merchant with a required "rare" item for the right price. Equally often, these Evil characters draw extra strings upon the party, adding to the event's danger and depth. In playing these roles, members of the DCF will not only be assisting fellow Role Players, but they will be further promoting RP in PFO as a whole.

Time Obligation & Frequency of Play:

Unlike most Companies in PFO, DCF will not be tied to settlement politics, territorial conflict, etc. Without the need for generating influence, neither will DCF members need to be constantly active. In fact, I would like the DCF to be a roving affair that rolls into a new location only every other week, so that its arrival is something to look forward to, while the interim between "performances" can afford Role Players (both DCF members and those desiring their services) time to plan for the next event.

Hopefully, having created a persona that both the DCF member and his/her/its audience enjoy, the fun of the Role Play should be enough incentive enough to keep active. However, there is no obligation to be at every DCF show. Likewise, there is nothing preventing DCF characters from being played more often than when the DCF is active as a Company. I suspect that these will be alts, but that is certainly up to the player. Nothing stops a DCF character from having a full-time life outside the DCF, but that life, and any regular PFO baggage that comes with it, must not infringe on the privilege and responsibility of being a DCF member.

Conflict of Interest:

Given that this is a Role Played initiative, it is assumed that all DCF members are well versed in separating In-Character from Out-Of-Character knowledge as players. Likewise, any affiliations to other Companies, Settlements, etc. need to be set aside while playing your DCF character. As a DCF member, you are not only providing fun for yourself and your audience, but if asked to play a role in someone's RP event, you are being trusted to represent the DCF as an experienced Role Player. It will be imperative that you put the role head of any conflict of interest you may have as a player. After all, it is our integrity as Role Players, and our "clients' " ability to trust us to help them better craft their RP event, that will earn us our reputation among fellow players. It has always been my hope that in Role Play, we can find common ground as players, even if the competitive nature of PFO finds us at odds with our regular characters.
Title: Re: Old Friends & a New Game
Post by: Hobs on July 29, 2014, 08:38:42 AM
Our resident Shadowclanner put up a list of "types of evil" and this one made me thnk of Marak's idea...especially the Deadly Decadent Court part.
http://tvtropes.org/pmwiki/pmwiki.php/Main/WickedCultured (http://tvtropes.org/pmwiki/pmwiki.php/Main/WickedCultured)
Title: Re: Old Friends & a New Game
Post by: Hobs on August 04, 2014, 09:04:27 AM
The last vote count cut off for the Land Rush is finished, though we have still to wait until GW staff gets in this morning and reports any new moves/bumps.

Once we know if any of our Empire of Northern Coalition member settlements got bumped, I'll post it here.

Hope everyone is well.  :)
Title: Re: Old Friends & a New Game
Post by: Hobs on August 05, 2014, 08:52:18 AM
All our settlements and our Northern Coalition allies are still where we wanted them to be.  Now that we know where everyone is on the map, we start looking at our new neighbors.
Title: Re: Old Friends & a New Game
Post by: Hobs on August 06, 2014, 10:15:10 PM
Latest blog with EE starting date (Sep. 15) and news about two types of player owned structures that can be purchased for small group use before full fledged settlements will be operational.

https://goblinworks.com/blog/major-announcements-start-of-early-enrollment-new-explorer-package-premium-items/ (https://goblinworks.com/blog/major-announcements-start-of-early-enrollment-new-explorer-package-premium-items/)
Title: Re: Old Friends & a New Game
Post by: Hobs on August 08, 2014, 05:07:45 PM
A new Gobbocast recording: http://www.gobbocast.com/?p=765 (http://www.gobbocast.com/?p=765)
Or, if you prefer, video: https://www.youtube.com/watch?v=GvxBifWXaQU&feature=youtu.be (https://www.youtube.com/watch?v=GvxBifWXaQU&feature=youtu.be)
Title: Re: Old Friends & a New Game
Post by: TheSnork on August 18, 2014, 08:32:57 PM
For shits and giggles and because I wanted to see if anything was still there I fired up my long dead UO account for a month; well most of everything I had is still in my bank.  Because I'm nostalgic I rebuilt Izzy's Place in nearly the same spot it was in (the old spot I think is illegal to build in now) and yes it's in Felucca (not pansy land).  I even threw up a quick guild called XKaS (Ex Knights of Arcane Steel).  It might be fun to get our old UO gang back together for a month of mayhem since I know we still have a few of us hanging around.  Let me know if anyone else is game (and btw there is an insane amount of new stuff to figure out but it's built on top of all the old things you remember for the most part)

I'm on Catskills of course


I tried myself pretty sure I remember my account info but can't seem to get passed the EA/Mythic Berlin wall(don't get why I need to make another account even though I have one already) even emailed support about 2 weeks ago never heard back
Title: Re: Old Friends & a New Game
Post by: Hobs on August 28, 2014, 05:49:21 AM
Been away on a trip to Maine and now gearing up for the start of school - so less active online.  Here is the latest blog for PFO about the latest upcoming round of Alpha.  They are still claiming to have EE begin Sep. 15.

https://goblinworks.com/blog/the-big-chill/ (https://goblinworks.com/blog/the-big-chill/)