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What Pathfinder Online Needs

Bob
Azure_Zero
The thing I really like in that video is it shows a possible solution PFO could use for character switching without need to close the client.

Sadly, I believe we even allowed that at one point, but it caused some bugs that we weren't able to track down easily enough so we had to pull that feature. It's conceivable that a newer engine will help with that, but it's just as likely that the issues have to do with unloading and reloading data specific to our game. To be honest, situations like this, or switching between levels, are notorious for causing similar problems in games.

The impressive thing is that we've been able to handle switching between hex servers as seamlessly as we have, which has similar issues, but it took a lot of work to track down all the related bugs. However, that was central to our game design, so the we just had to dig in and do the work. Being able to switch characters is less central, so we've unfortunately had to lower the priority on those bug fixes.
Azure_Zero
Bob
Azure_Zero
The thing I really like in that video is it shows a possible solution PFO could use for character switching without need to close the client.

Sadly, I believe we even allowed that at one point, but it caused some bugs that we weren't able to track down easily enough so we had to pull that feature. It's conceivable that a newer engine will help with that, but it's just as likely that the issues have to do with unloading and reloading data specific to our game. To be honest, situations like this, or switching between levels, are notorious for causing similar problems in games.

The impressive thing is that we've been able to handle switching between hex servers as seamlessly as we have, which has similar issues, but it took a lot of work to track down all the related bugs. However, that was central to our game design, so the we just had to dig in and do the work. Being able to switch characters is less central, so we've unfortunately had to lower the priority on those bug fixes.

Yes, I do recall that issue when we could do switching, but I think the issue was that it was not a complete server disconnect. You can see in PSO2 you start going to the game screen it starts a talk with the 4 servers getting a status update from them, and then select and connect to the ship/server logging into it, and then on that server you log in with the character, this extra screen might be hinting at the key needed to fix the issue. As all PSO2 exit options log you out of the ship. Now I think the first screen is the Main server log in (where Username/password is), the screen between connecting to the Main server and logging into the server where the character is, is the buffer that helps clean up any mess when switching characters.
Bob
Azure_Zero
Yes, I do recall that issue when we could do switching, but I think the issue was that it was not a complete server disconnect. You can see in PSO2 you start going to the game screen it starts a talk with the 4 servers getting a status update from them, and then select and connect to the ship/server logging into it, and then on that server you log in with the character, this extra screen might be hinting at the key needed to fix the issue. As all PSO2 exit options log you out of the ship. Now I think the first screen is the Main server log in (where Username/password is), the screen between connecting to the Main server and logging into the server where the character is, is the buffer that helps clean up any mess when switching characters.

It's possible that we need a more complete disconnect, but I think we were attempting to get you back to the point where you were just barely connected enough not to have to retype your username and password. Maybe we tried to hold onto a little more to make reconnecting quicker, could certainly look into it next time we're looking at that chunk of code.
Azure_Zero
Bob
Azure_Zero
Yes, I do recall that issue when we could do switching, but I think the issue was that it was not a complete server disconnect. You can see in PSO2 you start going to the game screen it starts a talk with the 4 servers getting a status update from them, and then select and connect to the ship/server logging into it, and then on that server you log in with the character, this extra screen might be hinting at the key needed to fix the issue. As all PSO2 exit options log you out of the ship. Now I think the first screen is the Main server log in (where Username/password is), the screen between connecting to the Main server and logging into the server where the character is, is the buffer that helps clean up any mess when switching characters.

It's possible that we need a more complete disconnect, but I think we were attempting to get you back to the point where you were just barely connected enough not to have to retype your username and password. Maybe we tried to hold onto a little more to make reconnecting quicker, could certainly look into it next time we're looking at that chunk of code.

Yeah I get wanting to keep username and password for ease of switching characters.
Thinking of a possible model that PSO2 uses is as follows; there are the 4 ship servers (where the characters are), and a Auth server which is server Zero, and this is the first spot in the login and the last spot on the complete log out.
As I believe it may go like this;
1) Login to Server Zero (Auth server (username/password))
2) Get server select screen and ship/server status
3) Select Server/Ship and login to it (likely also gets a security token from Auth server)
4) In Ship server, select character,
5) login to ship block with selected character.

As all Logout options go back as far as point 2 and no high steps, ship servers where the character is are always completely logged out from, even though most players put all their characters on a single ship/server.

I figure PFO doesn't have steps 2 or 3, which made character switching in PFO have issues as there was not a complete disconnect.
Bob
Azure_Zero
I figure PFO doesn't have steps 2 or 3, which made character switching in PFO have issues as there was not a complete disconnect.

It's possible that more steps would make it easier for us to disconnect cleanly, but we'll have to dig into the code and logs to see what the best solution is. If we're lucky, we're just forgetting to fully delete/reset some data on the way out, in which case we just need to track that down and handle it properly. If not, bigger architectural changes might be needed.
Azure_Zero
Yeah, I hope it is something that simple, but I know Murphy's Law won't make it so.

I was Working on one of my first UQ (Urgent Quests) and Thoughts video and found the back half of the recording unusable, so I'm debating on if I should trash the whole recording, or keep and work with the first half. My Second UQ and thoughts videos did record nicely, but does refer some to things in the first UQ.

And Bob, since your the only one that seems to of looked at the videos and given some feedback,
Looking at covering the following
Login/Communication (as it needs an update)
Races and Classes (as it needs an update)
Settlement/Companies vs Alliances
Weapons and Armour
Character Creation, Customisation and Appearance
Environments/Game World
Events
Crafting and Gathering
Quests / Missions
Combat
Tutorials
Controls
Shops and Player Market

And I did think of how to construct a Urgent Quest (UQ) for PFO, such that currently No ONE settlement or alliance can easily do the Urgent Quest, and the server would need to work together to finish it.
And I did so using what we currently have, such that only some coding would be required (as it does recycle code), as a few simple new features would be needed for the UQ escalation, I thought of.
Azure_Zero
Bob

The biggest trick with all the ideas is, as usual, what we're able to do with limited coding work. One thing that stood out to me as potentially involving the least code work would be repeatable quests. I think there might be a way to do add that which wouldn't involve too much work, depending on exactly how we designed it to work. If we could do that, then adding more quests is mostly just content work. And yes, I could potentially spread new quest givers around the world, and maybe even put down some interesting landmarks at some of those locations.

If the NPCs can have quests repeatable, that would be great and would add value to the PVE parts of the game.
Though I do admit I would like some variety of quests from anyone NPC, and since we'd like the least code work (and making a new GUI) we could cycle the quests from a small list and since most of our current single use quest NPCs deal with a specific mob group, we could continue that trend some, since the priest of Gorum's quest deals with Usties and is a priest of the god of battle, have his quests deal with Mostly Uties and maybe the Stoneclaw Mercs once in his quest list. This would help keep the quest theme the NPC has.
Now PSO2 does have Class Quest NPCs (outside of practice missions (tutorial missions)) as well to help new players learn their class or weapons some (if they don't bother with practice missions) like;
kill X enemies using Y weapon only with Z class.
Though in this case for a rogue example
Kill (30) bandits using a (short Bow) with Rogue class (Feature(Daredevil) + Reactives(Any 2) slotted)
A quest like this could help new players see the feat combos and get a better idea of a class without needing to go to TK for the classes full tutorial, but the settlement should have the trainer building for this NPC to have this quest NPC.
This would make it so that No one settlement has every quest giving NPC and a reason to venture out some, though I don't know if these should be single use, repeating, or repeating with a variable increase in task.

Now I believe all current landmarks in the game have a NPC next to them, so a quest from a shrine of Gorum could have a quests dealing with Usties or Mercs, but ones NOT found in any town.
But we could shake it up some and have accepting a quest trigger something to happen in that hex related to the NPC or it's Landmark.
Like defense quest where the abandoned Village/Maiden Inn/Destroyed Siege Camp, gets attacked by waves of specific enemies like a gusher and you need to hold out and no let them destroy something that spawned in the area in or around the landmark site.
Or a search quest to find an item or X fragments and return them to the NPC, and those items/fragment only spawn in that hex.
Would be nice to have a form of escort quest from one landmark to the other like escorting a NPC from the Ransacked Village to the Bridge of Ill Accord for them to escape being attacked. But I know this one would require a some work and clever thinking.
Actually If the NPC had a Mule's AI as a base, and the escort point was always accepting the quest, it could work.
Azure_Zero
Just uploaded 2 videos covering my thoughts as I run 2 different Urgent Quests
Videos Folder.
They both likely contain something of use in upgrading the game without much work.
Sorry, they are both a bit long.

I'll be working on a short video covering Companies/Settlements Vs Alliances.
Azure_Zero
I can see this thread is getting views, but no comments.

The Companies/Settlements Vs Alliances, will start being worked on tomorrow as currently it is Premium Ultra PSO2 day, and the best day to power level any character in any class if you are Premium (Subbed).

I've seen I lot on new folks in PSO2, so if any of you are trying PSO2 on ship 4, and looking for a hand in game,
I run the Protoner Guild and can you help out if you can't understand some things or
looking to power level some as I can cook up for alliance members Tokyo Silver Keys and Trigger Quests (Urgent Quests, but on your schedule, and which one you want)

*I named my Guild after the Proton tool Valve made for Steam and Linux and to play on the name a group that once existed in the game's Lore.
Azure_Zero
Just uploaded The Companies Vs Alliance Video and had to delete the Races and Classes video to get some space in the dropbox.
Videos Folder.

Since I'll be redoing the Login and Comms it'll be deleted next, along with the UQ videos since they are rather big, so download them if you want to keep a copy for reference or notes.
Now I might find a setting and re-crunch them into a smaller video size, but I'm not sure I can.

It would be great if people do comment or give feedback on the content within the videos, so as to make clear your thoughts on PFO and game features/changes you'd like to see.
 
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