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All posts created by Bob

Bob
Edam
Options to turn off the minimap or make it transparent would also be nice.

Good point, I've added a feature request for this.
Bob
Bringslite-Dominion Soldier
Still a lot of work but couldn't you blend "speed boosting code" into or onto the road areas that you want to?

That's basically one thing we considered doing, but getting the game to understand where the roads are is the bulk of the work. There's road network data used at an early part of the terrain generation process to set terrain heights and textures so that you see roads in the game, but we haven't yet done the work to pull those road networks into the game data in a form the game can understand. It can certainly be done, but it's quite a bit of work.
Bob
The official guides (and likely the unofficial ones as well) haven't been updated in a while, but they're still good places to start. I edited the original post with a comment to that effect, and also fixed the links for those.

Bob
Paddy Fitzpatrick
Splitting up support like that would cause a lot of chaos given that support for both characters and feats are based on settlement rather than specific classes of feats. Each class has two different trainers and in some cases from different buildings. If someone has a +2 in one and a +4 in the other that's going to cause an excessive amount of complexity for PCs. Plus, how difficult would this kind of thing be to program if it is something worth doing in the first place?

This actually is how things were originally supposed to work. Settlement Level was a simplification that was just supposed to work until structure upgrades were in, at which point support for each feat would be based on the best trainer the settlement had available for that feat. That was supposed to drive the wide variety of choices for structures and upgrades between settlements, and make choosing a settlement an interesting choice. However, we're concerned that such a system could drive social groups apart if lack of support is seen as too big of a stick, so we're going to look at alternatives as part of EE 15.
Bob
Bringslite-Dominion Soldier
Have you given much thought to the notion for letting Keep lvl stand in as support lvl and/or can you give us any strong leaning that you are having towards support, DI and other buildings mechanics yet?

We've been so focused on getting EE 14 out that I haven't had much time to think about it yet. I'll start looking at it more seriously soon, though first I've got to catch up on all the feedback we've gotten on EE 14 and see if there's anything else we need to get a quick fix out for now that we took care of the zero-durability ammo containers. I'll post a preliminary design once we've had a chance to talk through the possibilities here a bit more.
Bob
Paddy Fitzpatrick
How about just adding horses that just follow the roads?

That is in fact one of the things we've discussed. We've even talked about simpler things like providing a speed boost when near the roads. However, there's a lot of work we'd need to do to get there in terms of getting the game to actually recognize where the roads are, so we've had to push that off in favor of other priorities.
Bob
Iram Thelbane
I have also think that ammo unit price can be set fewer than a copper, for exemple 0.3 copper coin, but i think that this can be to hard to develop, because changing something from an integer value to a decimal or double can have effect on a large part of the code… So it need a lot of changes and a lot of tests!

Bringslite-Dominion Soldier
Well if we had the option to place things in "lots" for sale on the AH, a group of things for a single price, that would open up ALL kinds of possibilities. Honestly though, I kind of feel that the AH is probably so little used that putting much work into it right now would be a less than optimal investment of time.

We've considered the possibility of lot sales before, and the possibility of fractional coin prices is an interesting one that could potentially work. However, our ultimate goal was to set the economy up such that even the cheapest item (at least of items that can be put up for sale) winds up worth more than 1c. I know that sounds like everything would get to be super-expensive given the comparatively small amount of coin that drops, but as long as you can sell everything you get along the way, then higher prices should just translate into higher gains, and thus more money to pay for things. Assuming we can get the prices for everything to 1c or above, then we can avoid the need for measures like lot sales or fractional prices, with the added benefit of keeping the sales system easier to understand. However, we'll certainly look into those and other measures if we reach a point where it's clear that long-term prices aren't going to settle in high enough.
Bob
Lisa Stevens
I made a spreadsheet that calculates what I should sell finished goods for depending on what I buy raw mats for big I paid the prices that folks are asking at TK, a T1 +2 sword would cost 20 silver or so. That is untenable for new players. As it is, I sell for around 5 silver.

Until new players find that they can sell what they loot or gather at the auction houses for good prices, 5 silver probably is a bit steep for a typical player just getting into T1 +2 weapons to pay. However, as the economy improves, new players should find it easier to sell everything they're getting along the way, including unneeded recipes and expendables, and should be in a much better position to pay more for those weapons by that time.

Of course, if you're just turning all that stuff over to your company/settlement, and only pocketing coins along the way, then it will still be more difficult to put together that much coin regardless of how busy the economy is. In such cases, be sure you're getting something in exchange for giving up all that stuff you could be selling.
Bob
Crafting 250 Disciple's Simple Charges +0 requires 3 Sepia Crystals and 3 Azure Crystals, for a total of 6 crystals. Refining 6 of either kind of crystal requires 15 essences and 3 gems, for a total of 18 raw materials that ultimately go into 1 batch of charges. Assuming 10c for each raw material, that means you can make 250 charges for 180c worth of materials, so each charge would be worth slightly less than 1c. Ideally, the prices on raw materials will actually be higher than that and we'll see salvage ammo going for 1c or more, with crafted ammo scaling up from there. That would probably put T1 +0 ammo closer to 2-3c each, but would also mean more of a market for new players to sell loot and gathered materials, so they'd have much more significant sources of income than just the coin coming from loot drops.

Also, one should always take into account refining crits and crafting bonuses when thinking about profitability. To a certain degree, crafters and refiners who simply resell what they produce based strictly on what the recipe calls for still get to pocket the extra value from crits and the reduced costs from crafting bonuses (at least when making +1 or above) as profit.
Bob
Father Bronin
When do we finally get our bag of holding and ring of protection turned on? Are we waiting for enchantments? Is that on the current schedule?

They're on the schedule for EE 15, but at the time we wrote up the roadmap we were thinking of them as basically their own kind of thing. I was looking through the enchanting recipes the other day and realized that there were recipes for X of Protection and X of Holding, so it may be more appropriate to hold off on them until implementing enchanting, which is scheduled for EE 16. We're going to make a decision on that pretty quick here as we move on to EE 15.