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All posts created by Bob

I think the maintenance aspect is the one that needs the most fixing, but that's going to take some code and possibly art changes to fix, so it's harder to work in around all our other priorities.

One thing to remember about the T1 tokens is that they used to be very weak when beneficial feats were limited by Effect Protection. Now that they're not, you'll find them quite a bit more useful, though obviously not as useful as some other options available to T2/3 characters. Still, once we can get them to feel basically "free" (easy maintenance, easy triggering, minimally get in the way of other options, not much else to do with them anyway), then it will make more sense to use them than to throw them away or stockpile them. You may not need them, in the sense that you'll still win your battles without them, but even the T1 tokens should give you enough of a boost to raise your average kills per hour and thus your average loot per hour.

Getting rid of the current stockpiles is another issue, but even lowly T1 tokens would probably be worth at least 1 copper if they were easier to use and there was less tradeoff between using them or other options. For now, just save them up to sell to new players once it's all fixed, or to use in some recipes if I figure out a balanced use for them.
Increasing the token stacking ability to 50 works pretty well. You still need to manually top them off occasionally, but definitely less often.

Speeding up token usage to .3 seconds also works pretty well, in that you can immediately fire off another standard attack right afterward. The exception is that tokens, like all consumables, automatically trigger the standard cooldown for all expendables, so they do block any actions hooked to the expendables cooldown for a short time. I can't change that in the spreadsheets, but we could look into fiddling with that in the future. On the other hand, maybe that's a good tradeoff, since tokens are still pretty powerful for such a quick action once the speed is increased.
Token-only slots is indeed one possibility we're considering, though there are also issues with some tokens filling very different roles than others (healing tokens tend to require super-quick access in the middle of battle, where most other tokens are buffs that can be applied while under less time-pressure before the battle starts). The important point is that token usage needs to not compete with using other items, so that not equipping them isn't really a meaningful option, and token-only slots is the best way to achieve that. I'm not really comfortable just restricting one of the two current consumable slots to tokens, so yes, this pretty much calls for adding some more slots. That is definitely possible, but would involve some mildly complicated art changes and thus would take some time to figure out.

The 9 item limit is actually much easier for me to deal with. Those limits are set per item, and I could up the number for tokens significantly in the spreadsheets. I'll give it a try and see how it feels.

Auto-fire is an interesting suggestion, as long as you can toggle it on or off. Might even want an option to toggle it on for a single battle, and then it turns off when you exit combat or after a timer ends or something, just to keep you from burning through a whole bunch between battles. Definitely a fair amount of work to implement, but I'll throw a feature suggestion into our database for further exploration.

There is one little issue with auto-fire in that token usage actually takes a fair amount of time (2.1 seconds). That's a pretty long period of time to get blocked from other attacks for an automated action, and may just be a problem with token usage in general. If you have a choice between making 1-2 attacks over the next two seconds, or using a more powerful crafted consumable in slightly less time, or just firing off a minor token, then token's are a less compelling choice. I'll also give that a try, but let me know if that sounds potentially unbalancing to anyone.
You are a Troll
Any chance we could get some kind of 2D AoE polygon template? Using AoE attacks never seem to behave exactly like you would expect using the size of the 15 and 30m pads as a rough estimation of which mobs should be getting targeted.

The 15/30m encounter sites are probably fairly misleading, since they actually have to be quite a bit larger on average to ensure that there's actually a 15/30m area in their center that's perfectly flat. Buildings like a high-end Watchtower Holding are good for viewing 30m because the stone walls are just inside a 30m-diameter circle. The buildings on most high-end outposts also fit just within a 15m-diameter circle, so they're pretty good for comparisons.

We've talked before about trying to get in better visuals to show the expected Area of Effect for attacks, but haven't had a chance to tackle anything like that yet. It's also problematic for us since we wouldn't really know what to show until we know which attack is being used, at which point the attacks already been triggered and there's no way to plan based on the visualization. We could probably figure out something like a toggle-able display for the attack of your choice, but we won't really spend much time thinking about it until adding something becomes a priority.

In the short run, I may be able to come up with some kind of "targeting range" to put down in Thornkeep that would give a rough approximation for each AoE type. I'll file a feature request to look into that when I have a chance.

Tokens are supposed to be the kind of thing that typical players use up about as fast as they obtain them. They're supposed to be useful and general enough that they provide some assistance in almost any battle, but not so helpful or specific that you spend a lot of time saving them up for the perfect opportunity. Still, different tokens do have different effects, so it's possible to use them more efficiently by using the right token for the right situation. Basically, a player who uses their tokens regularly but with some consideration for ideal use should do better than a player who just fires off whatever tokens are available as soon as they're available, who should in turn be better off than a person who doesn't use their tokens (or uses them only occasionally). Even for a T3 character, T1 tokens should be useful enough that you may as well use them up as you get them.

For a variety of reasons, they're not fulfilling that role, and perhaps the largest one is just that they're such a hassle to manage since they need to be manually loaded and reloaded by bringing up both Inventory and the Personal Window. We have some fixes in mind for that, but they'll take some work. There may be some other factors that make players less likely to use them, some of which I may be able to fix in the spreadsheets, like by allowing larger stacks of them to be loaded at a time.

Adding an underlying value to them by including them in recipes might help make them feel more worthwhile, and use up any stockpiles, but to fulfill their original role, that value needs to be low enough that once tokens are made easier to use, they'd generally be more useful in combat than in recipe usage. Perhaps they'd be useful enough that certain lesser-used tokens get saved for recipes, but the temptation to save tokens in general needs to be minimal.
Multiple queues is a pretty substantial undertaking, and I don't think we'll be touching anything while implementing enchanting where we may as well do some work on multiple queues at the same time. As such, it probably falls more in the "what comes after Enchanting" category that we're working on, so we'll think about while we're having those discussions, and you can certainly bring it back up when we open that discussion up for feedback.

Using tokens in enchanting recipes is definitely possible, but I do ultimately prefer to make them easier to use so that they can fulfill their original design goals. On the other hand, it's possible that an alternative use wouldn't undermine those goals. I'll have to think about that a bit.
Line of Sight only gets checked between the attacker and the direct target. If the attack succeeds, then all valid targets within the Area of Effect should also be affected. It's admittedly not often easy to tell who would count as inside or outside of that Area of Effect, but the server basically decides that based on whether or not the entity's X/Y coordinates (elevation is ignored) are inside the appropriate 2D AoE polygon.
Interesting. It's possible that clearing an event encounter (or the event as a whole) doesn't trigger exactly the same "clean up and replace me" code as clearing a standard encounter does. If so, we might be able to spot the difference between the two and get the event version working properly. I'll add a comment to the bug report to remind us to look into that.
Looks to me the Guild collections should use the same number of items to make the collections as the Cleric/Fighter/Wizard .. Instead they appear to use the same number of codex items that a crafting/refining collection requires
Is that a bug or is that by design ?

Good catch, that's definitely a bug. Just didn't notice there were different numbers for the expendable-based collections than for the recipe-based ones. I'll get that fixed in the next update.
Cole did all the heavy lifting, but I'll happily take credit smile