Cookies Disclaimer

I agree Our site saves small pieces of text information (cookies) on your device in order to authenticate logins, deliver better content and provide statistical analysis. You can adjust your browser settings to prevent our site from using cookies, but doing so will prevent some aspects of the site from functioning properly.

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

All posts created by Bob

Bob
Bringslite
Am I the only one getting a "server error. please reload." msg from the wiki site?

Hmm, I'm able to load it up at the moment. Just in case it's a link problem, and also just in case anyone else who wants to take a look doesn't already have the link, here it is again:

https://docs.google.com/spreadsheets/d/1UsN8eNlnD7iM_XcFYRvVJJDGTM-0ShcOTQyGcgrxqA0/edit?usp=sharing
Bob
There is now a Valid Enchant Groups column on the Weapons (Standard), Weapons (Caster), Armor, and Misc Gear tabs in the public spreadsheet. I believe that covers all the enchantable items.
Bob
You are a Troll
Bob
The only real slowdown there is that there are just so many tabs in the public spreadsheet at this point.

I find it laughable that you can post this at the same time you post that you cannot update something like the
Goblinary so the game is actually playable.

I certainly agree that the public spreadsheet, in part because it's so large, is much harder for the community to use than something like the goblinary. However, it's also far easier to maintain the spreadsheets when there are changes than it is to maintain something like the goblinary. For example, the Enchanting recipes have an entirely new concept, Enchant Groups. I can add those to the spreadsheets by simply adding columns to the appropriate tabs and copy/pasting in the data. Not exactly pretty, but at least all the information is available to everyone, and only a quick distraction away from other work.

To add Enchant Groups to something like the goblinary, a similar step to put the data in would be required, but code/html would also have to be written to understand how to process Enchant Groups, how to match them up to corresponding items, and how/where to display all that information. The end result is certainly a lot prettier, but the code part in particular takes a lot more time to set up. Once it's set up, the maintenance workload is similar, but only until there's another substantive change, then there's another batch of code work to do. Right now, we don't have a good way to add that on top of the other work we've got planned, but we're regularly reevaluating things and definitely plan to look into it at some point.
Bob
NightmareSr
Bob, you have mentioned that it takes time to format and populate the public spreadsheet. I am curious if the more raw or un-formatted version could be deciphered by some of us easy enough and might be worth sharing to speed up your delivery of the info?
Might not be a great idea but was trying to think of ways to eliminate work on your end.

When everything in a particular internal spreadsheet is acceptable for public consumption, it's a pretty easy copy/paste to add that to the public spreadsheet. The only real slowdown there is that there are just so many tabs in the public spreadsheet at this point. Perhaps we could automate the process a bit more, but it works pretty well for now in those cases.

Unfortunately, in many cases the internal spreadsheets have information mixed in that we don't want made public. Sometimes that's data that's still in development and not actually in-game yet, and other times stating it publicly would just take some much-needed mystery out of the game. In those cases, much of the formatting is just stripping those things out.

There's a mid-ground of cases where the data in the internal spreadsheet is set up in a way that makes it easier for the game to understand, but harder for us poor humans to read. Those are the cases where maybe I could just go ahead and release the information without processing it. Fortunately, I can usually automate those cases reasonably quickly, which is something I also do for stripping out information we just plain want to hide. That usually involves a small time investment upfront the first time that tab gets added, and some later time when things change enough to break the automation, but once that's done it's again just a copy/paste to get the new info up on the public spreadsheet. It also usually doesn't take me much longer to figure out a way to automatically convert the information to something easy to read than it would to simply explain how the raw data works.

Someday we'll devote some time to automating more of this process, but for now it's probably about as efficient as it can be.

NightmareSr
Oh also the Feat Achievement tab will need the Freeholder and Expert added eventually. smile

Yup, one of the other things I'll need to do is basically walk through the Release Notes and see which other items involve changes or additions that need to be reflected in the public spreadsheet. The huge enchanting additions were an obvious starting point, but it's easy to miss the smaller changes without doing a more methodical check through the notes.
Bob
We have a new build up on Zog that fixes a few issues with EE 16. We're planning to deploy this build to Live tomorrow morning (Thursday, December 6) during Daily Maintenance (9 AM Pacific). It's basically just a hotfix, so we're not assigning a formal release number to it. We'll be doing some more testing on it today, but it's holding up well so far and the actual code changes are pretty isolated and straight-forward. It's available for anyone to take a look at it today. Let me know if you spot any problems.

Here's a list of the changes:

  • There were a few cases where bits of the Auction House UI didn't re-initialize their enchantment info when switching between items, causing them to show the enchantment information from an item that was being looked at before. Those cases have been cleaned up to make sure the enchantment information shown is for the currently selected item.
  • There was a specific case where a bid would go through even though the enchantment state requested in the bid (whether for no enchantment or for a specific enchantment) didn't match the enchantment state of the item being offered for sale. That's been closed up and bids will only go through for perfect matches.
Bob
There's a new Recipes (Enchanting) tab in the public spreadsheets.

The column for Valid Enchant Groups tells you which types of items can be enchanted with that recipe. Next trick on that front is add a column to all the items themselves stating which Enchant Groups those items qualify for, but you can probably guess pretty accurately on that for most items just based on the Enchant Group names.

The stocks the enchanting recipes call for are often just the name of the only item matching that stock, or are close enough to those names to figure them out pretty easily, but not all of them are so straight-forward. I'll work on getting tabs in for all the raw materials and salvage items (both new and old) that list their stock info.
Bob
As much as we love the goblinary and want to make sure all the info it provides is easy for all of you to access, we have to balance any efforts in that direction against other features and improvements we could be working on. The priorities Lisa laid out at Gen Con are where we feel our efforts are best focused for now, both because they're the most important things we can do for the game right now and because they're things we've got particularly promising opportunities to take advantage of in the short-term. As things progress, we may alter those plans, but for now we're not in a good position to do much more than keep the public spreadsheets updated as best we can. We will definitely keep an eye on things though and adjust our plans accordingly.
Bob
Bringslite
Does bring up a query about "effects". Still very aware that there are MANY things to work on and each has its place, but would some better way (someday) to visually see "effects" in actual… effect be somewhere in the future? It is just that usually they are both very brief and also SEEM to have so little impact (in some cases) that they don't seem to be happening at all. It would be more entertaining if they had more of an auditory (or better, visual) presence.

That's definitely in the long-term plans, but not something we're in a position to tackle soon.
Bob
Bringslite
No intentional critique meant, we all know that there is a massive amount of polish ahead to be seen to, but are there any benefits at all to matching keywords to utilities like "evade" and similar?

Not to the movement aspects (Evade/Charge/Knockback). It's tricky to mess with distance-based effects because players build up instincts around particular distances, and having those distances change can make your instincts very wrong. Wouldn't want to evade from one enemy right into another one because you moved further than you expected to.

However, it looks like all those utilities also have more standard effects (like Evasion adds Dodging and Bull Rush does some damage), and those non-distance aspects will get boosted by matching keywords.
Bob
Edam
The ore bonus I was referring to is the extra Bulk Ore you get in any hex adjoining a meteor hex when you place a holding. Some people originally thought it referred to badlands hexes and were placing mining outposts in odd places where there was minimal bulk ore (clearly not checking the wiki for actual production values in the hex).

Ah, yes, I can see in the bulk calculations that neighboring a brokenlands hex definitely boosts your ore. The way it does so essentially reduces the other bulk resources by an equal amount, so the end result is that all hexes have roughly the same total amount of bulk resources. Still, it gives you a pretty nice bias toward ore.