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All posts created by Bob

Bob
Many thanks for the kind words and +1's. Cole and I are the two folks working full-time on Pathfinder Online, and we're of course thankful to the rest of Paizo for all the support they provide. More importantly, we're especially thankful to all of you who've been with us on this journey and have shown great patience along the way. Honestly, even when some frustration shows through in the feedback, we still appreciate the continued patience required to keep providing us with the kind of constructive criticism that's helped us get this far with such a small team. And kudos to all for keeping this such a friendly and inviting community.
Bob
Iram Thelbane
Does sneak attack still working as described here, just adding a +10 on base damged?

Technically, it upgrades your base damage to that of an exotic weapon (50) if you have a simple (30) or martial (40) weapon. However, the only two weapons currently marked anything other than martial are bucklers (simple) and heavy shields (exotic), so the answer is almost always that it's giving you +10 base damage.

In addition, any time you get a sneak attack, it also activates any of your conditionals that are based on flat-footed.
Bob
Bringslite-Dominion Soldier
How difficult would it be to raise the sky a bit on the upgraded holdings? Like when I do climb the stairs to get on level with the door, the "camera" gets all weird.

I vaguely recall that the last time we tried to fix the camera issue with stairs, we thought it would be trivial to fix and it turned out to be a little trickier. It would probably just require a reasonable amount of effort to find a solution, but it tended to lose out in priority because it was usually pretty easy to work around the issue.

Bringslite-Dominion Soldier
How difficult would it be to create a monster with no movement(except maybe settings for open or closed, no attacks, just resistances/defenses, some hit points and collision then call it a gate or door?

That's kind of what the towers are, so the basics already work. Being able to open and close them probably wouldn't be too hard.

Bringslite-Dominion Soldier
How about 2nd story walkways that we can stand/move along on and stair cases that can be climbed to access them?

Where appropriate artwork already exists, it would just take a bit of work for me to build things like this from existing pieces. Where it doesn't, it would be tougher until we have more art resources to draw on.

Bringslite-Dominion Soldier
See where I am going here?

We've always had plans for more defensible positions. We actually even had a lot of walls in the game for a while, but we wound up removing a lot of them largely because they just drastically increase the number of times mobs and guards would display their lovely ability to jump over things. There are solutions to that, but they'd take a fair amount of work and would be pretty complicated. We still very much want to get that fixed, it's just a question of prioritizing it against other tasks that might have more gameplay impact for similar amounts of work.
Bob
Sometimes
As a side note, I am an ultra-casual player. Because of medical issues of my own and a father to a toddler I have only a couple hours per day to play, at most. Which is further limited by the fact that I live on the east coast and server down time happens to share the same time as baby's nap time. Not the developer's concern of course, just some background info.

So, knowing that I have little time to play, I have always been pretty grindy. I would like to have more time to hang out with other players, but that isn't likely to happen as there are few people who play so close to down time.

Funny enough, the current experience point system was chosen in large part so that players such as yourself weren't being left behind by players who are able to put in even more hours grinding. Putting in more hours is supposed to mostly get you ahead in terms of generating influence for your company and acquiring more money/loot/mats so you can outfit yourself with better equipment. For achievements, the numbers required for various levels are intended to be such that even someone playing a pretty reasonable amount (say 3-6 hours a week) would generally hit all the necessary achievement levels by the time they're ready to train the related feats, without having to spend a lot of time pointlessly killing enemies far below their skill level just to get fast kills. We may or may not have hit those numbers perfectly, but we can adjust things until we get there.

Sometimes
There may be other ways to go around this, but putting in work on a character that will not see 20 for almost a year is severely depressing. Not to mention I couldn't play around with alts, crafting or trying different builds, instead concentrating on one thing only. (I know someone will have the exact amount of time)
Maybe a snazzy notification window with progress bar to show how many giant rats you've killed? Some kind of battle standard of a dead rat for your millionth kill? Maybe rats squeaking your name in fear when you enter combat with them after so many fights? I saw in another game where a player got bonus damage to rats once they got a certain number of kills. This would keep me looking at the achieve pane more often, for sure.

I'll very much agree here that we don't adequately celebrate your progress along the way. In particular, we'd like to show you what loot you're getting with each kill to make that a much more obvious, in-the-moment reward. Hopefully we can get to that soon, but I'll admit it's not on the roadmap currently and will be tricky to fit in.
Bob
This was on the list for consideration when creating the roadmap, but didn't quite make it on. It's still something we'd like to look into eventually, though it's probably not a trivial amount of work.
Bob
harneloot
The one glaring exception here might be Energetic Field. Knocking it down from hasted to quickened makes the long runs across the map 3x as long as before. Please take a look at his and consider giving us all back a reasonably accessible means to gain the hasted condition for long runs. Thanks.

Ah, Energetic Field. So difficult to balance a combat feat that's primarily used out of combat. That also got a double-hit because it's both Beneficial and uses Ammo. Changing it back to Hasted would result in a very short-lived buff that would be getting cast even more often than before.

Originally, before we decided on allowing makeshift ammo, these kinds of feats were going to require ammo or power for use, making them unlikely to be used all that much out of combat. As such, they were balanced based on combat considerations, and are problematic when they're essentially free. Still, I'll take another look and reconsider.
Bob
I've filed a bug report to check the logs around that time. If anyone else sees anything like this, please submit a support ticket (and post it here if you're so inclined) so we can try to figure out a pattern.
Bob
Though Beneficials were knocked back a bit in EE 14, it was on average less than the amount they were automatically boosted by in EE 13 when they started bypassing Effect Protection (or at least that was the goal). Of course, it's difficult to compare since you all had a long time to get used to those EE 13 values.

In some cases, because the base effectiveness needed to go down to compensate for bypassing Effect Protection, it was difficult to balance certain feats by reducing the duration of high-end effects (I'd have had to make them significantly overpowered or underpowered compared to others), so they were switched to providing lower-end effects for a longer period of time. That gave me more granularity to alter duration accordingly. Their overall effectiveness reduction should be roughly the same as the reduction for other Beneficials, though their preferred use cases may have changed.
Bob
After a little experimentation, I was able to duplicate this consistently and Cole has some thoughts on a fix. Basically, when the timing is just right, Thornguards can find themselves joining the invader team if they're activated for the first time between waves. With a little tweaking, we can block that from happening. Until we deploy a fix, if you're setting up a gusher near some guards, you might want to drag a mob over to the guards to activate them so that they'll have their own team. That should protect them from accidentally joining the invaders, at least until they die and get replaced by new guards.
Bob
Saw that ticket, I'll get a bug filed on it. Thanks for the extra details, the possibility that the guards were damaging the site is particularly interesting. If that is indeed happening, it would explain why they attacked you, since it would mean they'd teamed up with the mobs attacking the gusher. Could also explain some other similar reports we've seen and thought might have been the results of feuds and PvP windows that just weren't being noticed.