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All posts created by Bob

Bob
Flari-Merchant
1. So not intending to put any pressure or get you to set any concrete dead lines, things done right take what time they need, but I am intending to open a slightly different kind of "general market". Can you give us any type of guess at the publish of the next milestone update?

We're running into a lot of issues along the way, and this is going to require a lot of testing before it's ready for relesae, so I'd say we're currently targeting late February, assuming things continue at their current pace.

Flari-Merchant
2. Do players still pay the 5% listing tax through their House AH's? This 5% is really killing me. I have 8 little dwarves to feed! smile

Yes, the Crafter's Studios operate through a virtual AH (or the local AH if there is one), so they use all the same rules.
Bob
Bringslite
Is there a command(for sett leaders) to totally clear the "Blacklisted" category?

Not currently.
Bob
Iram Thelbane
When it's said that getting sneak attack also activate conditional based on flat-footed, does it mean that if you get sneak attack and you are making an attack that have the following effect: "Frightened 30 if Target is Flat-Footed" the target will also be frightened?

Correct.
Bob
Flari-Merchant
At the very least can we contact you with petitions to cut off access to unsubscribed characters/companies/etc.. to fix dangerous access weaknesses?

Until we have well-thought-out policies/mechanics established for this, I'm reticent to remove anyone from their leadership rank without their permission. Right now, that would require basically contacting them and asking if they mind being demoted, which doesn't sound very tempting for them. I have on occasion reached out to unresponsive company leaders (maybe inactive, maybe just not responding) on behalf of current/potential members to get things moving, but it's time-consuming, so best only done with the right combination of high importance to the active player involved and reasonable likelihood of a positive response from the unresponsive one.

Bob
We always want to be very careful when we take things away from inactive players, much as we leave their inventory and vault contents in place. Fortunately, our early blog posts about companies talked about mechanics for voting and appointing of leaders, so changes along these lines wouldn't be a complete surprise. Still, I think inactive leaders require at least some warning before losing control of a company. They may very well intend to return, and it's possible that a company is really just basically where one player keeps everything from all their characters. But if they'd let in an acquaintance just to make it easier to exchange some stuff, knowing everything in the secure vaults was safe, it could be a big surprise to find we'd given everything to that recruit.

This is definitely something we need to look at, but it's going to take a fair amount of work to do right.
Bob
Flari-Merchant
I am curious about some of the mini quests. How likely are the required "kill this mob"'s likely to spawn when that hex's escalation is down? Would there be any way to add in "either, or" requirements, as you have done with other mini quests from the main Super Quest?

I tried to pick mobs that appeared in standard encounters during every phase of the escalation as well as during the fallow time in home hexes between escalations. That said, a lot of systems work together to actually spawn a specific mob, and sometimes it's hard to tell exactly how likely a particular mob is to appear, so some could certainly be more or less likely to appear at certain times. If you notice any in particular that seem harder to find, let me know and I'll look at them in more detail.

And yes, it is possible to do either/or requirements, or I could make some minor adjustments to make the required mob more likely to appear. Just have to see what the best solution would be in each case.
Bob
This is something we do want to look into at some point, but it's going to take a lot of design thought to get it right (there are a lot of edge cases in things like this), and anything we decide to do will have to be rolled out very carefully to make sure everyone got appropriate warning that their leadership is at risk.
Bob
Bug filed.
Bob
FYI, I made a quick edit to the OP to make it a little more explicit that the abbreviation DI refers to a single unit of measurement stored in a Development Index. I try to always shorten Development Index down to Index, instead of abbreviating it to DI, since it's confusing to use DI both to refer to the points stored in an Index and to the Index itself. I wasn't 100% consistent on that in the original OP, should now be consistent throughout.
Bob
HowardWdW
The 500 DI each settlement starts with is I assume 500 of each of the 3 DIs is that right?

Correct.

HowardWdW
Eventually if you are generating enough daily DI the 500 becomes irrelevant because you will hit your maximum.

Correct. The 500 in each Index is really just an amount to get you started. In fact, after 30 days, once your maximums are all based on your actual history of daily DI generation, the initial amount becomes largely irrelevant. We just set you up with a fake history initially that ensures you don't immediately lose that 500 unless you don't get to generating DI fairly soon.

HowardWdW
Holdings generate additional DI according to their type. Was this a recent addition, or did I just miss this before? I thought they generated equal amount of each of the 3 before someone pointed the figures out on the WIKI.

I'm not sure how explicit we were in public posts that different holdings affected different Indexes, but it's in the design docs and there's at least some mention on the forums by players that makes it sound like we brought it up somewhere, or at least implied it somewhere. However, the specific values in the WIKI weren't there before, so I added them back in December.

HowardWdW
To take an example. Let's say a settlement controls 16 hexes. This generates (sq root 16) x 40 = 160 daily DI of all 3 types, correct? Or 4800 DI over 30 days. Let's also assume all the hexes are upgraded to +3 and the DI is once again evenly split (6 each per day per holding) = 16 x 6 = 96 daily or 2880 over 30 days. So now the settlement has 7680 of all 3 types which would be both its max after 30 days and if nothing was spent on buildings it's available. Is that correct? You could then add to this with infrastructure buildings.

That is all correct.