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All posts created by Bob

Bob
Line of Sight always checks in both directions, so a mob won't shoot you unless it thinks you can also shoot it. However, separate checks are being made on both the client and the server, and they can sometimes disagree. In some cases that's just a brief disagreement due to the inherent lag in any networked game, or the disagreement could last longer if there's excess lag for whatever reaso). Those are tricky for us to do anything about, but there are things we've done (and we can do more over time) to keep that from causing too many problems. In other cases it's caused because certain things are handled just a little differently in either data or code on the server and client. Those latter cases are just plain bugs and we'll track them down and fix them as we find them. The crystal turrets and training dummies were examples that we found and fixed while testing EE 14, while the Nhur Athemon towers weren't found until after EE 14 and were fixed for EE 14.1.

Technically, when an attack shows as disabled on the Action Bar due to Line of Sight, that's because the client says something is in the way. If the server disagrees, then the mob will still be able to attack even though it looks like you can't, because the mobs don't ask the clients what they think. However, when an attack is disabled for this reason in the UI, we handle it the same as we do ranged attacks, where you can go ahead and queue the attack up so that it will happen as soon as Line of Sight is re-established. Those subsequent checks are all handled on the server, not on the client, so your attack will actually take place right away. That keeps the consequences of client/server disagreements smaller, thought they'll still clearly cause confusion. As we get reports of this happening to varying degrees under different circumstances (when mobs wind up partially underground, when certain kinds of mobs are bunched up, all the time with certain mobs), we'll look for patterns and get things fixed up.

On a side-note, just to clarify what exactly is checked for Line of Sight, we basically try to draw a line from the center of the attacker to the center of the target and see if other things (terrain, models with collision on them, other combat entities like mobs or characters). Some mobs are a little weird and their centers might not be calculated quite where you'd think they'd be. We're cleaning those up as we find them. We're also considering whether "center" is really the most appropriate point, and not perhaps something more like "roughly the height where most of their attacks come from," which is perhaps torso level for humanoids and center for things like turrets. Center was an easy implementation to start with and does a pretty good job, but we'll certainly polish it as we get more feedback. We'll do the same for any issues we find with particular collision models (some objects have overly-large collision models made when all we cared about was blocking movement, which need to be revisited now that they're used for Line of Sight), or anything else that affects the Line of Sight calculations.
Bob
Like the paper doll issue, I had something like this happen on one character yesterday and assumed it was lag. It still might be, but given that the "already learned" message showed up the second time for you even though the next rank was earned, I'll need to take a closer look

Again, for those feeling so inclined, please file a quick support ticket when you see this. You can just type "Training Lag Issue" in the text box and I'll know what you mean. That will help me track down any patterns.
Bob
I had this happen on one character yesterday. I assumed at the time that it was just lag, but if it happens consistently with certain characters and not others, then that makes lag less likely. On the other hand, if it's happening consistently with characters in certain hexes and not characters in other hexes, then it's possible there's just something slow about those particular map servers.

For those feeling so inclined, please file a quick support ticket when you see this. You can just type "Paper Doll Issue" in the text box and I'll know what you mean. That will help me track down any patterns.
Bob
And for those needing instructions for changing your keybinds, here's Cole's original post about it from the Paizo forums:

So there's no UI, yet, for changing keybinds, but there is an ini file + commands way of doing things.

The commands are ExportKeybinds and ImportKeybinds.

ExportKeybinds takes an optional path. If you don't supply one, your keybinds will go into the Keybinds folder in your installed PFO (e.g. C:\Program Files (x86)\Pathfinder Online\Pathfinder_Data\Keybinds). If you do supply a path ("ExportKeybinds C:/go/here/please/arglebargle.ini"smile, then it'll put your keybinds there.

Let's assume you just typed "/ExportKeybinds", cuz calling your keybinds arglebargle is weird.

You now have a file called "player_settings.ini". It is in your Pathfinder Online\Pathfinder_Data\Keybinds directory with 2 other files: default.player_settings.ini and default-dvorak.player_settings.ini.

Open up your player_settings.ini lovingly with you most prized text editor.

Gaze in wonder at your keybinds.

You may now edit your keybinds. Notice how they have been laid out in a format thusly:

key = command

I have tried to be very understanding in what is an acceptable name for a key. Generally just typing the key works. If you want to use the keypad keys, you have to say so. "1" is the key above Q and Tab. "alpha1" is that same key. "keypad1" is way over on the far side of the keyboard.

So, if you wanted ESDF for movement instead of WASD, you would take this:

w = forward
s = back
a = turnleft
d = turnright
q = strafeleft
e = straferight

And turn it into this:

e = forward
d = back
s = turnleft
f = turnright
w = strafeleft
r = straferight

And then, when you have finished editing your keybinds, save your file and thank your beloved text editor for the fine job it did.

Journey forthwith back to PFO, and type this into your chat input:

/ImportKeybinds

(Note: If you were weird and put your keybinds somewhere else, you can "/ImportKeybinds C:/somewhere/else/player_settings.ini". However, I have a command args processing bug that doesn't take kindly to spaces in your file path, currently. >.>smile
Bob
I just tried it in a test environment and got the bonus. In my case it was a little weird because my Character Sheet showed my Dowser skill went from 10 to 20, when I initially thought it would go to 25. However, that's because my Dowser skill was technically 5 (+0 because I had no Dowsing skill, +5 for being human), but 10 is the minimum for every skill. I tried upping my Dowser skill and generally got the right results. For example, Dowser 20 resulted in a Dowser skill of 220 (+200 for Dowser 20, +5 for Human, +15 for the buff). I'd need to know more about what your Dowser skill was before the buff, and which feats it was derived from, as well as what your Dowser skill was after the buff, before I could try to duplicate the problem.
Bob
The "Could not fully restock" message is just there to let you know that you're operating with a full ammo container. Depending on how much salvaged ammo you pick up along the way, and how conservative you are with ammo use, you may see this a lot or not at all.

Hopefully it will be less annoying as an overhead message than it was filling up the chat window. Admittedly, it's a little more in-your-face, but it does at least go away.

If it's still too much, we'll look into subtler ways to get the message across. We have a limited number of existing UI hooks for getting points like this across, so we tend to try the existing ones first and then polish the presentation when we have a chance.
Bob
These are the Release Notes for Early Enrollment v14.1. EE 14.1 has been running on the Test Server since Wednesday, November 15, and was deployed to Live on Thursday, November 16.

What Is In This Release

EE 14.1 is a small update taking care of a few issues that were discovered after EE 14 was deployed to Live. It also includes a few fixes that were in the works toward the end of EE 14 but didn’t quite make it into the final build.

Full Release Notes

Ammunition:
  • "Could not fully restock" is now a temporary overhead message instead of a permanent chat message.
  • Tutorials include information about dragging ammunition directly onto ammo containers.
  • Action Bar Ammunition tooltip includes information about the ammo container and about makeshift ammunition when appropriate.
  • Clicking on ammunition in Inventory when Ammunition Window is open and ammo container is either full or can't handle ammunition of that tier results in the proper error message.

Line-of-Sight:
  • Towers in the Nhur Athemon escalation no longer have line of sight problems.

Player Housing:
  • Fixed an issue where deeds would sometimes remain hidden on the character instead of being returned visibly to the owner after a building was torn down.
  • Housing Management Window doesn't close automatically when final possible week of upkeep is paid in advance.
  • Base Camp Deed cooldown reduced to 20 hours.

Items:
  • Hid the Spellcrafter Codex recipe using Tier 1 Spellcraft recipes for now because there won’t be Tier 1 recipes available until enchanting is implemented.
  • The process that cleaned up all the zero-durabilty ammunition containers (and any other items broken in the same way) now runs every day during Daily Maintenance.

Quests:
  • Fixed another typo in Finding Your Path text.

Mules:
  • Mules are now protected from attacks by owners as well as by the owner’s party members.

UI:
  • Text and other UI elements drawn over the heads of characters were adjusted to make them more legible at various distances.
  • Far away NPC names show up in map tooltips.
Bob
These are the Preliminary Release Notes for Early Enrollment v14.1. We deployed a Final Candidate build of EE 14.1 to the Test Server on Wednesday, November 15, and plan to deploy the build to Live during Daily Maintenance (9-10 AM Pacific) on Thursday, November 16, assuming that it performs well during testing.

What Is In This Release

EE 14.1 is a small update taking care of a few issues that were discovered after EE 14 was deployed to Live. It also includes a few fixes that were in the works toward the end of EE 14 but didn’t quite make it into the final build.

Full Release Notes

Ammunition:
  • "Could not fully restock" is now a temporary overhead message instead of a permanent chat message.
  • Tutorials include information about dragging ammunition directly onto ammo containers.
  • Action Bar Ammunition tooltip includes information about the ammo container and about makeshift ammunition when appropriate.
  • Clicking on ammunition in Inventory when Ammunition Window is open and ammo container is either full or can't handle ammunition of that tier results in the proper error message.

Line-of-Sight:
  • Towers in the Nhur Athemon escalation no longer have line of sight problems.

Player Housing:
  • Fixed an issue where deeds would sometimes remain hidden on the character instead of being returned visibly to the owner after a building was torn down.
  • Housing Management Window doesn't close automatically when final possible week of upkeep is paid in advance.
  • Base Camp Deed cooldown reduced to 20 hours.

Items:
  • Hid the Spellcrafter Codex recipe using Tier 1 Spellcraft recipes for now because there won’t be Tier 1 recipes available until enchanting is implemented.
  • The process that cleaned up all the zero-durabilty ammunition containers (and any other items broken in the same way) now runs every day during Daily Maintenance.

Quests:
  • Fixed another typo in Finding Your Path text.

Mules:
  • Mules are now protected from attacks by owners as well as by the owner’s party members.

UI:
  • Text and other UI elements drawn over the heads of characters were adjusted to make them more legible at various distances.
  • Far away NPC names show up in map tooltips.
Bob
Decius
Are the attack changes stabilized enough to push an update to the public spreadsheet?

Yes, I will try to get to that soon. It's unfortunately a bit of a manual process, so I have to find a decent chunk of time to get it done. We're close to deploying some quick fixes to issues that have come up since EE 14 shipped (first Final Candidate for 14.1 is getting tested on Zog right now), so hopefully my time will be a little freer shortly.
Bob
Tyncale
The added damage of + arrows is nice, but I was wondering about the rooting and the earlier nerf to Bow attacks: are there still plans to give Archery some love now that we have to use Ammo?

Or is the rooting here to stay, and so are the Combatchanges? I am not expecting a complete reversal of both but I still remember the days before Rooting and before the nerfs, and life was sweeter then. smile

I removed rooting from all the attacks that had artificially been set to rooting, so as Bringslite said, those all changed to 2 seconds of 50% reduced speed. A few attacks were always intended to be rooted, so those remained that way. In addition, again as Bringslite said, I took rooting and speed reductions completely off of Running Shot because they just didn't feel right there.

As far as the other combat changes, I made a full pass through all the attacks and tried to bring everything into balance now that we've got ammo and line of sight. I'm sure more adjustments will be necessary as we see how all of this plays out, but hopefully there's a generally good balance between weapons at this point.

Tyncale
I know PVP and Ranged Combat are a tricky balance: would it be possible to make it so that when you have a player targeted, that you are rooted while using bow attacks, but not when you have a mob targeted? Just to make Archery at least feel more powerful when PvE-ing. And more powerful = more fun.

It's probably technically possible, but one of our goals is to keep PvE as close as possible to PvP, at least mechanically. Ideally, lessons learned during PvE apply to PvP, and vice versa. That's not always possible, and clearly the AI has a long way to go before it really supports that goal, but that's what we're shooting for.