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All posts created by Bob

Bob
Bringslite
What is the possibility of getting a company notification that one of your holdings has been raided, say the day after? Not by "who" just a notice that it has happened? Seems reasonable that you would be informed of an attack.

We've got plans for these and other similar notifications, with the idea being that they wouldn't really reveal anything you couldn't learn yourself. We kind of want you to know that you got raided, so that you'll do something about it, but you're correct that we want you to figure out the "who" on your own.
Bob
Bringslite
Does anyone remember that a Company's leader(and his skills/feats) were supposed to have a serious impact on a Holding's output?

There's a whole planned system where output is influenced by the skills/feats of characters who assign themselves to specific outposts. We still plan to look at that again eventually, but it's pretty low on the priority list.
Bob
NightmareSr
Maxen
NightmareSr
…[The Official PFO Discord] kicks me to AFK and I don't realize it cause I am focused on the game.

Is there a global server setting to turn this feature off? It’s a total PITA. If I mute the mic on my end, it kicks me to the AFK channel because it thinks I’m inactive. I’ve searched the personal settings and can’t find anything to disable that.
The setting is in the "Server settings" or "Channel Settings" of that discord server so someone with Admin permissions would need to change it. I think it is in channel settings but I might be wrong.
I would certainly stay in there most to all of the time I am in game if it were changed to not send me to AFK while sitting with a muted mic. smile

Found the setting and told it not to automatically move anyone to the AFK Channel. Let's see how this works for everyone.
Bob
Suave
You are a Troll
So, for all that trouble, and assuming an *average* target of a +3 Holding & Outposts in a 600 rating hex, you can walk away with about 70 bulk + 5% of whatever MIGHT be in the Secure Vault? That's laughable! No wonder no one conducts any raids!
Under the rules I mention the bandits [Aragon group] must have raided a dozen or more hexes over a couple of months until the owners got wise and started draining the vaults more often. On bad days we got ~40 bulk, on good days over 200. My last several raids were for capture only.

The rewards ultimately can't be higher than what's available to take away from the owners. We could raise the percent of what's taken from the vault, but raise it too high and it just becomes essential to never have any excess in the vault. That just means a tedious new task for holding owners and still nothing in the vault available for raiders. Our hope was that at 5% owners wouldn't worry about it too much and would still only feel the need to empty out the vaults reasonably regularly, leaving some available for the occasional raid. We could damage the buildings somehow and convert losses somehow to rewards for the raiders, though that would certainly make raids feel more punishing to the owners. That could be interesting, but would definitely take some time to code up.

It's also possible I could mess with the daily output and upkeep to make the rewards higher without actually boosting overall output. That would also punish holding owners a bit more when they're raided, since they'd pay the higher upkeep and miss out on that day's output, but it probably wouldn't be too bad. Within limits, that would probably be fine.
Bob
Paddy Fitzpatrick
On dormant settlements:

While I agree we should make non active or unused settlements capturable by players just by holdings alone, there are a few caveats:

1) Leave the existing buildings in any of those settlements. Making a new group start a settlement from scratch when they already have a huge disadvantage is just cruel

The proposed new rules for Settlement Warfare cover that, with the structures in abandoned settlements just being considered destroyed/damaged, not actually torn down. The new owners can "repair" them for 1 gold each, or let them be torn down.

Paddy Fitzpatrick
2) It will depend on timing. Making all these settlements that aren't actively being used dormant too early will just mean they will get gobbled up by the usual suspects. It needs to be at the start of OE and there needs to be a substantial grace period first before anyone can take them. This is so new groups can arise in order to actually have a shot at taking them.

In general, we're not planning to introduce any particularly heavy burdens on less-active settlements until there are more players, at which point they'd likely be redundant anyway because a less-active settlement would probably just fall to even a moderately active, larger group of new players, assuming some of those new players are interested in settlement combat. Still, we do want some bare minimum requirements for holding a settlement, like active leadership, minimal upkeep payments, and maintaining a reasonable amount of DI. We don't expect that to result in a large number of abandoned settlements, but perhaps a few.
Bob
Bringslite
Suggestion: Just don't spread the new stuff over 50 hexes(If you can help it) and think that is a small enough area. Let it be an experiment on resource placement vs player interaction. You can always adjust later. You have nothing if not lots of time.

My goal is to separate out the mats that feed into related enchantments as much as possible. It won't be perfect (too many competing things to balance), but on the simple level, you'll probably need to gather from about 18 different monster hexes just to cover all the T3 crafting/refining skill enchantments, spread as widely across the map as I can. Likewise, to get all the major fighter-related enchantments, you'll need to gather from multiple, widely-spaced monster hexes. There will likely be cases where a person only interested in a somewhat eclectic subset of enchantments can find them all in one chunk of the map, but I'll do my best to prevent that from happening for the most likely combinations.
Bob
RichClark
Bob - if you guys plan a wipe - please let us know and let's discuss what will be taken.

We aren't planning a wipe. Our general preference is to deal with any issues where long-time veterans have too much of an advantage over new players in ways that will take care of such issues in the long-run, so we won't just wind up with future players complaining about the OE Elite. smile
Bob
Bringslite
Bob, can gushers be turned over to other players once they have been started by just walking away? I know that they produce less when the "finder" is out of range, but will they continue until the end?

They do continue right up until the end, even if the finder is out of range. I believe you do need to stay in a party with the finder to take the resources out of the husk without any rep penalties, but the finder shouldn't have to stay nearby to keep that working.
Bob
Azure_Zero
The Auction house does have an additional +5% which I didn't know about as it is NOT mentioned in the Tax option form.
It should be as is Seen, so folks setting the taxes can see the taxes as is and if asked can give a correct answer.

That's a good point, it would be helpful to explain the additional 5% on the Settlement Taxes UI. I'll file a bug to look into that when we have a chance.

I don't think we can just show the total sales fee on that UI, since that could just lead to the opposite confusion of settlements thinking they're collecting the full amount for themselves, when the first 5% actually just disappears into the void. However, we can probably find a way to show what you're collecting for the settlement, an explanation of the additional 5%, and the total sales fee/tax that sellers will be charged.
Bob
There's no shortage of ideas on AI improvements, they've just had to take a back seat to other priorities. There are also some technical complications that make it tricky for us to tackle too many AI issues with first tackling the Unity upgrade, which is one of the reasons the Unity upgrade is on the current short list.