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All posts created by Azure_Zero

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
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
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.
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.
Azure_Zero
Bob
I've only had a chance to look at the login/comms video so far, but you make lots of good points. Some are things we've talked about doing, and in some cases we've even started doing the work. For example, switching to per-character subscriptions was a necessary step toward handling more than three characters per account, but switching the UI around to handling more than three characters is doable but will involve a fair amount of work.

Others involve design choices that we made for reasons specific to the game we envisioned, like requiring that each character display name be unique. For a game where we saw other players/characters as the main content/challenge of the world, we felt a much stronger need to make sure that other players were easily/permanently identifiable than some other MMOs might. There are of course other options, like attaching an ID number at the end of each name, but we were really shooting for an immersiveness to even the names, so we chose not to go that route. Maybe we could consider something like Nicknames as a future feature, with no requirement that they be unique. We could display each character as just Nickname most of the time, but show them as Nickname (UniqueName) on tooltips and wherever the UI had loads of room. That might not be too hard to add

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.

Yeah, I can see the point with names given your points, though the way they did handle it covered some of those issues, as when ever you look at or communicate with player characters via menu or in the nearby area you get not only the character's name, but the Name of the account, so you can't just change the character's name to hide. Furthermore, any name changes happen at server maintenance and can only happen once every 30 days, and requires a premium sub or AC payment given the AC icon next to those options (though setting account name is free for the first time).

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.
Azure_Zero
I think one of the next videos I'll put up is based on my thoughts and also show What an Urgent Quest looks like in PSO2.

And Again feedback on these videos would be helpful, not just for me, but for PFO as well as I wish for PFO to be successful and grow.
Azure_Zero
And Just uploaded "Reasons 2 Login", a video that assists some with the previous "F2P and Premium Video."
Videos Folder.

When I redo Login and Comms, I've be breaking them up into two separate videos covering Login and Communication differences.

I hope your all enjoying these videos.

I'd also like to hear peoples thoughts on what I've reviewed so far with videos in what PFO needs.
In fact I ask others that are playing another MMOs along side PFO to show ideas from those games, let's get crowd forging this game into a better state.
Azure_Zero
New Video Uploaded; F2P and Premium
Videos Folder.

I recommend this getting viewed, hence it jumped the queue a lot, as it ties in the next one; Reasons to Login.
Azure_Zero
Started a list on what videos I'll be working on.

Redo Videos on;
Login/Communication
Races and Classes

New videos;
Settlement/Companies vs Alliances
Weapons and Armour
Character Customisation / Character Appearance
Environments
Events
Crafting and Gathering
Quests / Missions
Combat
Tutorials
F2P and Subbed Modes

And two Videos covering thoughts on the two games.
—-

If something perks interest and want more info I can work on making a video covering it in more detail.
And Feedback can help me make the videos better.
Azure_Zero
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