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All posts created by Bob

Bob
Updated the original post to reflect that these skills currently boost loot from particular enemies, though they had no mechanical effect at the time this thread was originally started.
Bob
NightmareSr
So is "Nature" affecting anything right now? Was just a bit unsure by your note about entering a bug for Survival.

Near as I can tell, Nature doesn't currently affect anything. After a little research, I believe the original intent was that Nature worked like all the other loot-boosting skills, and applied primarily to Fey creatures, which we don't yet have any of. Survival was supposed to apply to animals/beasts, but was supposed to work in a completely different way, allowing the gathering of hides and such from those kills. However, we at least temporarily (if not permanently) changed that to just treat Survival as a standard loot-boosting skill that applied to those kinds of kills, which makes a lot of sense when trying to simplify things.

Since we don't yet have mobs that Nature applies to, I'm planning to temporarily remove that feat from the Trainers so characters won't train it any more until it's more worthwhile. Hopefully I can get to that shortly after EE 16 ships. If you already have it, then you'll still get your stat boosts from it, you just won't be able to take it any further for a while. There was also a planned enchantment to boost Nature skills, but I held off on implementing it since it's not really worthwhile at this point.
Bob
Schedim
Hmmm … my imideate reponse is that local is a bit overloaded rigth now… would be nice to spread the love lore a bit wider among the different mobs.

Yeah, we may want to revisit this at some point, though the larger plan was that future monsters would be less likely to fall under local.

Schedim
Also this should perhaps rplace the irrelevant sticky?

Is there a sticky topic somewhere on this? I keep failing my search roll.
Bob
NightmareSr
Bob, is your above notes still current or has it been changed at all?

Still current.
Bob
On another note, for those trying to see what gathering enchanting mats is like, be warned that it can be tricky to figure out which node types offer enchanting mats at each tier. In particular, T3 is generally only offered at one node type per hex, and it might be a node type that doesn't typically offer T3 mats in that hex.

Also, be warned that the odds for gathering a T3 enchanting mat are generally lower than the odds for gathering a T3 standard mat, so you'll usually have to gather from a pretty good number of the right node type before getting one. Fortunately, the enchanting recipes don't typically call for huge numbers of ingredients, making each mat you do gather pretty valuable.
Bob
Turns out the Spellcraft recipes aren't properly categorized, so when they're put in a vault, they show up under Misc. On the plus side, that makes them easier to find for the moment, since that category is much less crowded. Should be an easy fix.
Bob
Bringslite
Have you thought of farming out projects like reference databases to those that can do such things for some kind of reward like Azoth or Paizo store credit?

There tend to be a lot of hoops to jump through to set things like that up, some legal, some procedural. As a result, it's usually the kind of thing you have to fully embrace to make it worthwhile. Anything's possible, but we suspect looking into it would be a pretty big distraction unless we really wanted to make a big push in that direction.

Bringslite
Since this IS cash shop thread for a game tied to a TT and general gamming Co with LOTS of products, what would you think of further leveraging (eventually) Azoth into the big time? I mean making it possible to order some of your products "outside" of PfO with Azoth?

Build both the demand and the value of your Azoth and make it more useful all-around to your greater customer base?

An interesting thought, but there again tend to be lots of weird issues with making it possible to use in-game currencies for out-of-game experiences. I don't know enough about it to be sure exactly what's possible, just enough to know that there are some challenges involved, but I admit it could be interesting to look into the possibilities at some point.
Bob
You are a Troll
That's baffling to me that it falls upon the player base to code, care for and *scrape* together a site that makes PFO actually playable. Why isn't this something that GW/Paizo takes care of?

We've always intended to eventually improve access to this kind of information, but that effort has to be prioritized against all the other things we could be working on. Putting the data out on the public spreadsheets was a compromise, giving everyone access to valuable information but not requiring too much work/maintenance on our part. That allowed us to focus on other development efforts, and wait on things like this until the underlying game is solid enough that the educational tools aren't constantly trying to keep up with major game changes, turning ongoing maintenance into a major time sink.

We're extremely glad that players have taken it upon themselves to build various third-party tools taking advantage of the public data, and even happier that they've shared some of those tools with the world. We could certainly take on some of that work ourselves, but the initial work would slow down other efforts, and then ongoing maintenance would probably just slow us down in general. At some point, that kind of work will rise to the top and we'll start tackling it, but at least up until now we've felt that it was more important to focus on things like Enchanting and other features. As things stabilize, efforts like this will become more feasible and have less competition for priority.
Bob
You are a Troll
Why not update Goblinary instead of the public spreadsheet so its actually useful/usuable to the player base?

Goblinary gets its updates by scraping the public spreadsheets, so updating those is always the first step. After that, it's up to Goblinary's owners to do the scraping.
Bob
Schedim
Bob, when will you reveal your masterpiece to us? I'm of course talking about the recipes (actually it would be more fun if I didn't see them as I love the discovery aspect OTH I'm dying of curiosity over here). I'm especially curious about what recipes going to be common and what stuff they will require…

Technically, the recipes are all available in the settlement vaults on Zog, so it's possible to learn any of them you'd like and check them out. Obviously not the easiest way to check them out, and won't tell you which Spellcraft ones are common, so I do plan on posting them to the public spreadsheet soon. It does take a bit of work to adapt the actual spreadsheets to the public ones for posting, so I want to wait until I'm sure everything's as close to final as possible rather than having to post multiple times. I do plan to change a small number of the item/stock names before shipping, so I know there are at least some changes pending from what's on Zog, but those specific changes will only affect the names. I'll try to post them after those changes are in so you can all take a look and make comments.