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All posts created by Bob

Bob
On the subject of Outlaw Council meetings vs. Keepside Chats, here's what I posted last time this discussion started up:

We use the Outlaw Council meetings as just one of many ways to interact with all of you, and we've had far more Keepside Chats than Outlaw Council meetings. We fully understand the limits of filtered feedback, but find the Outlaw Council very useful for some issues, particularly those related to the politics between settlements and gameplay mechanics that only settlement leaders have access to. For every method of interaction (forums, polls, playing together online, emails, open meetings, closed meetings, or whatever other crazy form of communication comes next), there are strengths and weaknesses that bias the information in various directions. We always keep that in mind when evaluating what to do with the information.
Bob
Bringslite-Dominion Soldier
I can't speak for settlement leaders, especially as I am not really one myself, but what I imagine is that they all already know what the Paizo response will be.

"We would love to do that now. We are planning to do that in some fashion in the future. Right now we are on a tight and locked schedule that is absorbing more time than we have already."

Not sure whether to be happy or sad that I've become so predictable, but that's pretty dead on. It has admittedly been quite a while since we did anything along these lines, so hopefully we can find a time to do one sooner rather than later, but no promises at this point.
Bob
Bringslite-Dominion Soldier
I thought that Freehold husks had "owner access only" funki majic?

The husk is marked as belonging to the owner of the Freehold, but as with other husks, that just means the owner is the only one who can take everything out of the husk quickly. Everyone else has to run a short gathering animation and can only grab 5 encumbrance worth of items (1 item minimum) from a single stack each time.
Bob
Hobson Fiffledown
Ooo, so the forgotten smallholds across the land will be dropping lootable husks on the 17th after server up?

Those that have stuff in them.
Bob
Way back in the day, there were rewards associated with when an account would first be allowed to log in. Head Start was one of those, meaning that you would be allowed into the game toward the end of Early Enrollment. Since we decided to open Early Enrollment to everyone, we can probably just stop showing those in order to avoid confusion. I'll file a feature request to look into that when we have a chance.
Bob
smile
Bob
Testing out a fix for this right now. We're looking to put out a small updating very soon to fix this and some other issues, specifically ones we can fix quickly and that we really don't want to make you all wait for any longer than necessary.
Bob
Bob
Kenton Stone
Bob, is there a way to get the flag and box off the tab list when the mobs spawn? Always having to tab through them to select a target is annoying.

We managed to get nodes and mules off the tab list way back and I think I know how to do the same for those. Should be pretty easy, so I'll try to do it soon.

On further reflection, the solution I was going to do removes those from the tab list completely, and more thought (and possibly more code) needs to go into this first. In general, our current answer to this issue is that we let you tab-target pretty much every entity in the game when you're out of combat, and then we restrict tabbing to just combat entities while you're in combat. The exception to that are guards (they're combat entities and really dangerous to accidentally target in combat), mules (again combat entities, but more just a bummer to accidentally target in combat) and nodes (I suspect we removed these because there were just so many of them, often in the distance, and it was annoying to select them even out of combat).

The advantage to this system is that you can use tab-targeting to find interactive objects, but they don't get in the way during combat. However, guards and mules probably should be tab-targetable during combat if they're considered enemies, and the system can't currently handle that. It's also kind of unfortunate that you can't use tab to quickly identify nodes from a distance, since we let you do that with so many other things.

I've filed a bug report to reconsider this system when we have a chance.
Bob
I'm not sure everyone noticed this in the release notes, but upkeep for player housing doesn't get automatically pulled from a vault or from a character's Abadar credit. It must be paid manually using the building's Management window. You don't need to bring coins to the building, you can just pay from Abadar credit, but you do have to go to the building to make payments. You can pay up to 6 weeks of upkeep in advance, so this essentially requires that you check in at your housing at least every 6 weeks to avoid losing your spot. Upkeep was done this way in large part to help us get unused Freeholds out of the way so that other players could put Freeholds down in those hexes.

If a Freehold that's not in a settlement gets torn down for lack of upkeep, you'll get your deed back, but just like any other time a Freehold is torn down away from a settlement, any items in its vault are put in a husk. You don't want to store more in a Freehold than you're willing to lose if upkeep somehow doesn't get paid.

All the existing Freeholds were given a week of free rent so that they wouldn't get torn down, but that week is running out. If this escaped your attention and you won't be able to get to your Freehold in time, contact customer.support@goblinworks.com and we'll work something out.
Bob
Kenton Stone
Bob, is there a way to get the flag and box off the tab list when the mobs spawn? Always having to tab through them to select a target is annoying.

We managed to get nodes and mules off the tab list way back and I think I know how to do the same for those. Should be pretty easy, so I'll try to do it soon.