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
Dungeons are still in our long-term plans, but Lisa was primarily focusing on the things we're planning to work on in the more immediate future. We've got all kinds of things planned beyond what was covered in the presentation, those were just the things we felt needed to be handled first and which we believe we can line up the resources for within a reasonable time-frame.
Bob
We found a few issues on Zog today that are worth fixing before we deploy to Live, so I'll update the original post to reflect that. On the positive side, this also means we'll have a chance to slip in some additional fixes that were made in the last couple days, including some changes Cole made that we believe will fix at least some of the blue screen issues, and will help us track down any other ones.
Bob
For those of you who missed the live broadcast, the archived video is now available.
Bob
Maxen
So I accepted Test Ten B's request. Then I exported my file and added my own name. Upon import, I was informed that I "Can only 'Friend' other players." I then deleted my character name and added Spider since I know she exists on the Zog. I imported again and received the message that "I admire Spider". Tried to Whisper Test Ten B, but it said not online. Tried to invite Test Ten B and the invite timed out. I then unfriended Test Ten B. Everything functioned as expected. What is the circle to the right of the name? Will that light up if the character is online?

Perfect, good to hear everything performed as expected. And yes, that circle will light up if the character is online. If you hover over it, a tooltip clarifies the circle's meaning, but we're also planning to add column headings at some point to make that clearer upfront.
Bob
You are a Troll
Well, as anyone knows who plays the game regularly, three-tenths of a second activation FAR outweighs the lesser amount of healing the token does. You just utterly squashed the usefulness of crafted alchemicals. Why did you feel the need to move SO FAR from the tokens original 21 tenths of a second activation? Don't ya think maybe halving the speed (while adding ability to stack FIFTY!) might have been a good first pass instead an 86% reduction down to the very fastest thing in the whole entire game? Talk about a sledgehammer approach!

Actually, we wanted to go to zero activation time, because we want tokens to basically not compete against any other options (like swinging your sword), but .3 was the lowest we could go for various technical reasons. Currently, we're stuck with them having to compete with other consumables in the sense that you can only equip 2 types of consumables at a time, but the hope is to get them to the point that you basically equip your favorite crafted consumable in one slot, and whatever token you currently have available in the other slot. When you run out of those tokens, you'd then switch out for another type. Eventually, we'll look into features so that switching between tokens is much easier to do, but again those are going to take some serious work.

The fact that there are such stockpiles of tokens right now does cause a bit of a problem for a time in that it might be worthwhile to head out with nothing but tokens equipped since speed is of course very important. On the other hand, they all share the same cooldown, so you might want to get as much out of each usage as possible. My hope is that the greater effectiveness and more interesting capabilities of various crafted consumables will make it better to head out with 50 tokens in one slot (for rapid, unthinking use) and 9 crafted consumables (for slower, more careful use) in the other. However, I'm sure we'll need to keep tweaking, and even then we'll only be able to get so far until we can really dig into the code.

You are a Troll
Adding MORE consumable slots is a bad idea too. Meaningful choices and all. Remember, this is not just a PvE game.

Don't worry, we'll still limit things pretty heavily, at least per combat. You won't be able to access a wide variety of tokens/consumables in a single fight and will definitely have to pick and choose. Just maybe not quite as much as you do now.
Bob
Bringslite
Just make lesser tokens an ingredient for something up the line like greater or better tokens, something new like "badges" with buff/heals or a new currency for something or other. Maybe ingredients for enchanting?

We're considering that kind of thing. The concern is that we want to minimize the temptation to bring them back to town instead of using them up while you're out adventuring. Still, some kind of minor value in recipes might be okay.

Bringslite
You have time to ponder it now if you see that this was a move but not necessarily a move that turns out to do much that you wanted. I still think that tokens compete too directly with Alchemical Items but I respect that you don't feel that way.

On the contrary, we've always been very concerned that they compete directly. That's part of why the Alchemical Items were boosted so much recently, to make sure that they were significantly better in that way than the tokens you just keep looting. The hope is that the difference in effectiveness will at least partially lead to different usage styles, but it's unlikely to completely solve the issue. As a result, we're seriously considering ways to separate out token usage from other crafted consumable usage so that you won't have to make a choice between one or the other. Exactly how we do that, and exactly what that means, is something we just haven't fully thought through yet.
Bob
A quick reminder since it's happening early tomorrow morning: Lisa will be running a Gen Con panel about Pathfinder Online starting at 10 AM Eastern (7 AM Pacific) on Friday, August 3rd. Catch it live on the OfficialPaizo Twitch channel, and check this link for more info or to set yourself a reminder:

Gen Con 2018 Panel: Inside Pathfinder Online

Afterward, I'll post a link to the archived video once it's available.

Updated: Had my time zones reversed, the correct times are 10 AM Eastern and 7 AM Pacific. smile
Bob
Adding more slots involves a fair amount of work, and part of that is definitely a code change. It's one of the things we're thinking of doing longer-term.
Bob
These are the Preliminary Release Notes for Early Enrollment v15.2. We deployed the latest Final Candidate for EE 15.2 to the Test Server on Thursday, August 9. We plan to deploy EE 15.2 to Live during Daily Maintenance on Friday, August 10, assuming that it performs well during testing.

What Is In This Release

This release adds Friends Lists, making it much easier to keep track of other characters you'd like to interact with regularly in-game, along with providing tools to make those interactions easier to initiate. Each character maintains separate lists for Friends (you both agreed to be friends) and Admirers (characters who asked you to be friends). These lists can be managed by clicking on the new Friends Lists icon at the top of the screen.
Hermitage and Manor Holdings have also been added, along with multiple UI improvements (e.g. dropdown action menus on the Party UI and Top Bar for selected characters, inclusion of your own character in the Party UI, ability to Show/Hide the Party UI, tooltips for the Main Menu icons), bug fixes (e.g. map servers won’t start unless they’re able to load their buildings) and other polish work.

Full Release Notes

Friends Lists:
  • Friends Lists can be accessed by clicking on the new Friends Lists icon at the top of the screen. This brings up a window with two tabs, one for Friends (you both agreed to be friends) and one for Admirers (characters who asked you to be friends).
  • The online status of friends is displayed on the Friends tab.
  • Clicking on a friend or admirer will bring up a pull-down menu with contextually-appropriate actions, including Friend (accept an admirer as a friend), Unfriend (remove each other as friends), Whisper (opens Chat with whisper command and username prefilled), Trade (sends a trade request) and Invite (sends invitation to join party).
  • A Friend button (opens a window where a character can be specified and sent a friend request) is available on both the Friends and Admirers tabs.
  • Alerts are shown for both new friends and new friend requests.
  • Export (creates a file listing all current friends) and Import (reads a file of character names and tries to friend them as appropriate) buttons are available on the Friends tab.
  • Friend/Admirer status is included in both the Party UI and the Top Bar for selected characters.
  • Friends Lists can also be managed using the following chat commands: /Friend, /Unfriend, /AcceptFriend, /DeclineFriend, /ExportFriends and /ImportFriends.
  • You can have up to 100 friends and 100 admirers.
  • The L key opens and closes the Friends Lists. If you already have a player_settings file at the default location, you'll need to copy this manually from the default.player_settings file.

Settlements/Buildings:
  • Hermitage and Manor Holdings added, along with the recipes for crafting them. These holdings use multi-purpose doors very similar to those on Adventurer’s Cottages and Crafter’s Studios, so they don’t have separate clickable toolboxes, vault doors, banners or muleteer signs.
  • Individual hex servers re-run their startup process until they successfully load the information on whether or not there are buildings/structures in that hex.
  • The Keep trainer and Seneschal refining in Thornkeep moved from the castle to the Weaponmaster Structure.
  • The Keep in Rotter’s Hole uses the same castle model as a Keep +5, though it still acts like any other NPC Keep.
  • Training taxes properly don’t round up to the next integer when rounding isn’t needed at all.
  • Workhouse Structure no longer banks 1 Security DI per placement or upgrade. All settlements with extra DI banked already will be reset later to the new values. If the extra banked DI is causing your settlement problems and needs to be reset quickly, contact customer.support@pathfinderonline.com.
  • The stone saw prop’s collision model tightened up to keep it from blocking clicks unnecessarily. In particular, the previous collision model made it hard to click on the bank door for higher upgrades of the Quarry Holding.
  • Banners for Barracks Holdings made easier to click on. If this version works out well, it will be rolled out to other holdings over time.
  • Toolboxes at Library Holdings moved to make them easier to click on.
  • Gap covered up between platform levels for higher upgrades of Watchtower Holdings.
  • Several settlement structure models edited to improve visuals (e.g. Arcanist’s Workshop, Loom).
  • Structure Kit descriptions and the Structure Management Window include DI requirements for structure placement and upgrades.
  • The caged elemental at Thornkeep's castle was recaptured after its recent escape.

Movement:
  • Sanity checks added around character movement to prevent sudden movements (e.g. charges, teleports) from occasionally sending characters to non-existent places (i.e. blue screens).
  • Additional logging added around character movement to help us track down any remaining problems with sudden movements.

Feats/Items:
  • Tokens only take .3 seconds to activate and can be equipped in stacks of up to 50 tokens.
  • Seneschal can be used to meet the prerequisites for Passionate in the Workshop.
  • Guild Codex Collection recipe uses same number of codexes as other expendable-based collections.
  • Descriptions for Domain Feature Feats and Sanctified Attacks include prominent warnings about their (eventually) required deities.
  • Magister’s Diminishing Staff is visible when attacking.

UI:
  • Dropdown menus with contextually-appropriate command (e.g. Friend, Whisper, Invite, Trade, Kick, Promote) are available on both the Party UI and the Top Bar for selected characters.
  • Your character is included in the Party UI.
  • The Party UI can be shown/hidden by clicking on the arrow next to it.
  • Tooltips added to all the Main Menu icons.
  • Company Search was given a unique icon in the Top Bar.
  • Multiple Help entries added or edited.
  • Sorting improved on Trade, Inventory and Loot Windows.
  • The clickable areas for Alert buttons more closely align with the actual size and placement of the buttons.
  • Sorting and labeling for Company Windows was cleaned up.
  • Pronoun use for Town Crier Messages fixed.

Company/Settlement Messages:
  • Setting blank company/settlement messages clears the message and gives appropriate notification.
  • Default text and duration are set appropriately in the Company/Settlement Message UI when there’s no previously set message.
  • /RefreshCompanyMotd and/RefreshSettlementMotd have clearer error text if there’s no message to refresh.
  • Message alerts only include a Dismiss option.

Escalations/Quests/Encounters:
  • Objective tooltip for Skeletal Uprising event Shallow Graves displays useful information instead of placeholder text.
  • Collision Models for Goblin Standards tightened up to make them easier to click on during events.
  • Multiple tutorials were edited to remove typos and improve clarity.

Edit 1: Added that we're planning to deploy to Live on Friday, August 10, along with the following edits:
  • Sanity checks added around character movement to prevent sudden movements (e.g. charges, teleports) from occasionally sending characters to non-existent places (i.e. blue screens).
  • Additional logging added around character movement to help us track down any remaining problems with sudden movements.
  • Seneschal can be used to meet the prerequisites for Passionate in the Workshop.
  • Structure Kit descriptions and the Structure Management Window include DI requirements for structure placement and upgrades.
  • The L key opens and closes the Friends Lists. If you already have a player_settings file at the default location, you'll need to copy this manually from the default.player_settings file.
  • The caged elemental at Thornkeep's castle was recaptured after its recent escape.
Bob
The balance between tokens and crafted consumables will likely bounce around a bit as we keep refining things. The ultimate goal is for tokens to be just powerful enough to make their use rewarding and low-friction enough that they get used up about as fast as they drop. Ideally, you shouldn't really have to think too carefully about when to use tokens, and should instead just use them if you have them. In that sense, having them take any significant amount of time means they're competing with even just firing off another attack, and we don't really want them to compete with anything.

The goal for crafted consumables is to make them compelling enough to purchase and equip before going out adventuring, but still costly enough that you don't want to use them unnecessarily. You should save them for when they'll have the most impact. As such, it's not so bad for them to take a long time, as long as their effectiveness is balanced out for any delays.

This change doesn't really get us all the way to our goals, but it does lower the friction on using tokens. Doing so does in some sense raise their value compared to crafted consumables, but they're still much less powerful overall. For example, one of the simplest comparisons is between a Lesser Token of Curing and an Apprentice's Cure Potion. Both do roughly the same thing, but the potion is well over twice as effective (not counting activation speed) as the token, healing 900 compared to 435 and providing 5 rounds of a 10% regeneration bonus compared to 6 rounds of a 3% regeneration bonus. On top of that, the potion scales up in effectiveness with upgrades, all the way to a 70% increase at +5.

We do have some longer-term thoughts to make both tokens and crafted consumables easier and more rewarding to use, but they're not as trivial to implement as these changes were. I'm open to other small changes along the way. I'll admit I tend to think the overall effectiveness of crafted consumables does a pretty good job of making up for both their cost and slower speed. However, my opinion's a bit more mixed on letting everyone equip larger stacks of crafted consumables.

Adjusting the drop rates for tokens is also possible, but tokens are currently intertwined with salvage items in a way that makes things tricky. The most feasible thing would probably be to trade off increased rates of Tier X Salvage for decreased rates of Tier X Tokens. That wouldn't be trivial, but it wouldn't involve too much work. Anything more nuanced than that would require quite a bit of spreadsheet work.