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Pathfinder Online will be ending operations on November 28, 2021. For more details please visit our FAQ.

All posts created by Bob

Bob
harneloot
So, is there no downside at all to remaining invulnerable to PvP?

We're open to adding more consequences for choosing to PvP or not to PvP, though as always we'd prefer to lean toward incentives to choose PvP instead of penalties for not choosing PvP. Ideally, those consequences would flow somewhat naturally from being willing or unwilling to fight. For example, if you're not flagged for PvP, someone can just grab your mule and walk off with it. You also wouldn't be able to defend or capture territory from other players (you couldn't fight them, and your presence wouldn't count toward capture points), though you could defend against monster invasions. If we can come up with other meaningful consequences that feel right, we can add the easier ones with the initial feature release and then add more over time.

harneloot
Players can go anywhere on the map and remain invulnerable?

We do want non-PvP players to be able to explore much of the world, but that does obviously raise some issues with force projection and other territorial control concerns. Part of what we want to crowdforge here is which such concerns are the most important, so we can implement appropriate limitations for those on the early side.

harneloot
Can anyone *raise and lower* their PvP flags at any time, for any reason?

On a simple level, we were at least planning to put in some delays/timers on flagging and unflagging, so you can't just switch immediately. We can also put other restrictions on, and were specifically planning on saying that the timer to unflag resets every moment you're in combat mode.

Bob
This is a good place to discuss the roadmap in general, but for crowdforging the specific features, I've started the following threads:

Bob
Much of the website and other documentation players run into early on has gotten out-of-date, confusing new players, so we’re going to revisit that material and update it.

  • Clear statements on website, patcher and initial game screens about Early Enrollment, Free Trial Mode, the Development Roadmap, and what players should expect while playing and crowdforging the game.
  • Update the web site and patcher to replace obsolete information with updated instructions on how to play the game.
  • Ease new players through some of the things they find most confusing when starting to play, like finding the tutorial quest givers, figuring out what to do when they’ve already done a tutorial stage, understanding how looting works, and preparing for Daily Maintenance.

Thoughts/Concerns/Questions?
Bob
Prospective players regularly ask us whether or not the game involves PvP, and then back off no matter how rare we say it is, so we want to provide them an option to easily guarantee they won’t be forced to PvP, while still maintaining the PvP that’s so central to the territorial control aspect of Pathfinder Online.

  • Players can’t attack or be attacked by other players unless they explicitly choose to participate in PvP.
  • Players that don’t choose to participate in PvP generally have the possessions they hold directly (equipped or in their inventory) protected from other players, but can’t protect their mules or territory without flagging for PvP.
  • We’ll also be looking at additional ways to offer more territorial conflict PvP opportunities, like making territorial control more valuable and making holding vaults more vulnerable.

Thoughts/Concerns/Questions?
Bob
New players often worry about wasting XP on feats they’ll later regret purchasing, or feats that undergo changes during development, so we’re providing options to reduce those worries.

  • Players can forget the feats they’ve spent XP on and respec their characters, though at some cost, such as needing to re-earn achievements and not getting back any coin or items used to learn those feats.
  • XP can be purchased using Azoth, though with some limitations, and always less efficiently than it can be earned over time.
  • Individual characters can be subscribed to earn XP over time.

Thoughts/Concerns/Questions?
Bob
The most common request from prospective players is for an opportunity to try the game out before committing to a subscription, so we’re bringing back Free Trials, with some important changes.

  • Anyone can log in and play, but Inactive characters are in Free Trial Mode and don’t get all the benefits of an Active character, such as earning XP over time, generating influence, participating in territorial warfare, or receiving full support for their feats.
  • New characters receive a larger initial amount of XP, enough to cover them for a little while since they won’t be earning XP over time, and existing characters are compensated for the difference.

Thoughts/Concerns/Questions?
Bob
Sorry this has taken so long. We've been trying to nail things down so we could provide a more detailed and longer-term roadmap, but clearly that's taking too long. So, to get things moving a little faster, I've posted the first part of the new roadmap in a separate thread.
Bob
Pathfinder Online has come a long way over the last few years. While there are still plenty of rough edges for us to polish, and we’ll tack some of those on to the roadmap soon, we’re going to shift gears for a bit and focus on bringing in more new players. Here’s the first batch of major changes we’re looking at to address issues that have been reported as roadblocks by potential new (and sometimes returning) players, all of which we’ll be opening for crowdforging discussions:

Free Trial Mode

The most common request from prospective players is for an opportunity to try the game out before committing to a subscription, so we’re bringing back Free Trials, with some important changes.

  • Anyone can log in and play, but Inactive characters are in Free Trial Mode and don’t get all the benefits of an Active character, such as earning XP over time, generating influence, participating in territorial warfare, or receiving full support for their feats.
  • New characters receive a larger initial amount of XP, enough to cover them for a little while since they won’t be earning XP over time, and existing characters are compensated for the difference.

Experience Point Options

New players often worry about wasting XP on feats they’ll later regret purchasing, or feats that undergo changes during development, so we’re providing options to reduce those worries.

  • Players can forget the feats they’ve spent XP on and respec their characters, though at some cost, such as needing to re-earn achievements and not getting back any coin or items used to learn those feats.
  • XP can be purchased using Azoth, though with some limitations, and always less efficiently than it can be earned over time.
  • Individual characters can be subscribed to earn XP over time.

Flag for PvP

Prospective players regularly ask us whether or not the game involves PvP, and then back off no matter how rare we say it is, so we want to provide them an option to easily guarantee they won’t be forced to PvP, while still maintaining the PvP that’s so central to the territorial control aspect of Pathfinder Online.

  • Players can’t attack or be attacked by other players unless they explicitly choose to participate in PvP.
  • Players that don’t choose to participate in PvP generally have the possessions they hold directly (equipped or in their inventory) protected from other players, but can’t protect their mules or territory without flagging for PvP.
  • We’ll also be looking at additional ways to offer more territorial conflict PvP opportunities, like making territorial control more valuable and making holding vaults more vulnerable.

Helpful Onboarding

Much of the website and other documentation players run into early on has gotten out-of-date, confusing new players, so we’re going to revisit that material and update it.

  • Clear statements on website, patcher and initial game screens about Early Enrollment, Free Trial Mode, the Development Roadmap, and what players should expect while playing and crowdforging the game.
  • Update the web site and patcher to replace obsolete information with updated instructions on how to play the game.
  • Ease new players through some of the things they find most confusing when starting to play, like finding the tutorial quest givers, figuring out what to do when they’ve already done a tutorial stage, understanding how looting works, and preparing for Daily Maintenance.
Bob
This has been reported by a few players recently and I've filed a bug report to get it fixed. Fortunately, you'll still make your purchase at the item's proper lowest available price, so generally this is just a display issue and won't cause any problems. That said, technically you're agreeing to buy items at the higher displayed price, so if the lower-priced item you wanted was sold since you opened the auction house, and there's another copy available at a higher price that's lower than the displayed price, you could wind up paying more than you intended. That's really unlikely to happen, so not a huge worry, but for a little extra security you can always use the Bid button and match the current price to guarantee your purchase price won't be any higher than desired.

Kind of funny that multiple people have reported this in just the last couple weeks, as it's probably been working like this for quite some time. Should be a relatively easy fix, so hopefully we can fit it into one of our upcoming builds.
Bob
Two more sequences were cleared since the last update, with 33 left to finish off! Here are the 13 completed sequence hexes:

  • Carpe Noctem 5-6
  • Aragon 2-3-2-3
  • Keeper's Pass 1-2
  • Alderwag 2-3
  • Unassigned (University Commons 5-6)
  • Callambea 4-5
  • Oak Knoll 4-5
  • Unassigned (Carpe Noctem 4-4-4)
  • Caer Coedwig 2-3
  • Hammerfall 1-2
  • University Commons 1-1
  • Unassigned (Kindleburn 2-3)
  • Ozem's Vigil 1-2