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All posts created by Bob

Bob
Edited the OP to say that settlements shut down for DI reasons will re-activate after the next Daily Maintenance once the situation is resolved, rather than immediately. We'll see if we can improve on that in future updates.
Bob
We tried to kick off the Final Candidate build last night, but ran into some hardware issues. We should have everything sorted out shortly, but builds take several hours to prepare, so there won't be enough time to both test the resulting build and get it on Zog today. However, we should still be able to put the build on Zog tomorrow, and that delay doesn't change the plan to deploy to Live on Tuesday. Of course, it also doesn't change the standard caveat that we might find some showstopper bugs in the Final Candidate that require preparing another Final Candidate before deploying to Live.
Bob
We still plan on getting to factions eventually, and there are some light aspects of it that would at least have to be considered when we get to the Deities feature toward the end of the original road map.

The full plan for factions involves having to build up faction points, and switching between factions is supposed to have consequences that would make faction-hopping problematic. Of course, companies are intended to have similar consequences, something we plan to look at when we re-introduce max influence.
Bob
Paddy Fitzpatrick
There is something to be said about giving new players a safe place to start and I agree, but this isnt the best way to do it. You cant shelter them forever. A magical PvP free wonderland will just be an illusion. What happens if and when war comes? If they lose their safety and their wonderland in any way? Will they be prepped for that or will they just leave the game?

Not that we have all the details worked out, and there's certainly a lot more implementation to do, but our goal is to start players off at no real risk of PvP, then make sure they understand what PvP they're opening themselves up to when taking certain actions. We took a step in that direction by making Thornkeep High Security and then adding the warnings when you enter a lower-security hex. Eventually, we want to tell people that they're opening themselves up to feuds by joining a company, along with similar warnings for any other features that add to their PvP risk.

On the flip side, we also want to explain to them the advantages of taking those PvP risks. Want to gather better stuff? You'll need to go to more dangerous hexes. Want higher training? You'll need to make your way to a player settlement. Need more support? You'll need to join a settlement. But if someone really truly wants to avoid PvP, they can always hang out around Thornkeep and learn a wide variety of skills up through trainer level 8. Eventually we want to make the roads safe enough that they could venture further away at minimal risk. But ultimately, if they want to advance beyond a certain point, they'll need to take at least some PvP risk, and we want to make sure they understand that risk at each step. We also want them to be able to minimize that risk by joining stable alliances and staying close to home, but that won't be risk free in the long-run, so we'll want to make sure they understand that they shouldn't put all their eggs in one basket.
Bob
Flari-Merchant
True. For a deposit of 100 and an end cost of a mere 25 influence, you can have an open feud for 4 days?

@ Bob,

Am I right about that Bob? Or is it just during exact PVP windows?

Correct, feuds are active outside PvP windows.
Bob
Flari-Merchant
Can a group attack guards at a holding pre-window and reduce the number that will spawn throughout the window?

No, there's a separate pool of guards for the PvP window.
Bob
The game was always designed to reward the ability to bring superior numbers/training/gear to the battlefield, though of course we'd like superior tactics to matter as well. We haven't focused as much attention on more interesting tactics yet as we have on a deep training and equipping system, so I'd agree that numbers/resources currently play into that balance more than we'd ultimately like them to. That said, it's clear that tactics, both in terms of battlefield maneuvers and the ability to combine feats to greatest effect as individuals and groups, do make at least some difference in achieving victory. We can do better on that front, but at some point superior numbers/resources will always win the day eventually, at least until they're too overextended to exert that force consistently on multiple fronts. Of course, there's also more work we need to do on making it advantageous to tightly control small amounts of territory (so that falling back to what you can better handle is a good strategy) and disadvantageous to loosely control large amounts of territory (so that overextending is clearly a bad idea). DI is a step in that direction, since its generation formula is biased heavily toward the first few hexes a settlement owns, and we'll keep expanding on that principle as we go.

Bob
Unsurprisingly, we've found a few more bugs than we'd hoped during testing, so I've pushed the planned Final Candidate date to Thursday and the planned deployment to Live back to next Tuesday. As always, that assumes we don't find more issues while testing the Final Candidate, but the issues we've found so far have all been quite manageable, so we're getting close.
Bob
We had a lot of discussions over the details of Stand and Deliver mechanics, and they're definitely tricky. We were still convinced we could create mechanics that would work, and had various ideas for getting around all the problems, but I wouldn't say we had a final plan ready to go.
Bob
I know this is a contentious issue, and it's always hard to draw a line on posting etiquette, but let's try to keep the discussion from getting personal.