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All posts created by Bob

Bob
Decius
Bob
I put some quick Ammo and Ammo Container tabs up on the public spreadsheet. Some of the numbers won't mean a lot until you see the rebalanced attack feats, but you can see that ammo will make a pretty big difference and can get an idea of the differences between various tiers and upgrades.
Is "Base damage" and "Base effect power" cumulative with the weapon base damage and keyword power? If so, the month of the archer is upon us again, in a way unmatched since the days of firing a longbow over the shoulder while sprinting away.

It is, but the ammo-using feats have been adjusted to take that into account, and those numbers haven't been released yet. That said, the system is meant to make it possible for ammo-using feats to be overall more effective than non-ammo-using feats when the appropriate tier/upgrade of ammo is used. Using high-quality ammo will make you more effective, but you'll pay for the privilege, and will likely find it difficult to do that all the time. Lower-quality ammo will make you less effective, but is an excellent choice for times when higher-quality ammo would be a waste of resources.
Bob
Bringslite-Dominion Soldier
If they above is true, and without changing (too much) the maximum output of a gusher, how difficult would it be to add all participating(and close enough) character scores to determine the total pull per cycle? Would that possibly be something you would consider to steer doing gushers toward group activity rather than solo as it mostly is now?

I like the way that feels a bit reminiscent of what we wanted to achieve with the effort system. The tricky bit is that we could wind up incentivizing a group to show up, but then not have enough attackers to make the combat all that interesting. As Edam said, things can get more interesting in the monster hexes, but with standard mobs we'd probably need to up the numbers to provide something fun for a group. Perhaps there's something quick we could do that rewards larger groups with more harvested resources in exchange for more mobs per wave. We could also look into making better kits actually increase the output a bit as well, giving you some control over the total amount potentially harvested, again in exchange for facing more mobs. I'll throw in a feature request to look into it when we're above water again.
Bob
I put some quick Ammo and Ammo Container tabs up on the public spreadsheet. Some of the numbers won't mean a lot until you see the rebalanced attack feats, but you can see that ammo will make a pretty big difference and can get an idea of the differences between various tiers and upgrades.
Bob
Quick update on EE 14: We've finished all the basic work up and have started our internal testing. What remains is to fix any new bugs that testing turns up. That makes this phase a little unpredictable, because we're never sure exactly how many issues we'll find during testing, but we're hoping to have something ready for Zog by the end of the week.
Bob
Which hex was this in?
Bob
Well, we do trade out the guards when the PvP window opens, so there's a brief moment in time there where the incoming guards could be a bit confused. I'll file a bug to take a closer look.
Bob
Edam
So a couple of questions/thoughts:

1. Will items in the bag still add their full encumbrance to the owner, or add no encumbrance effectively becoming weightless, or add some percentage in between ?

2. Assuming the bag is limited in capacity - will the limitation be on the number of items it can hold or the total max encumbrance it can hold, or both ?

3. Given these are fairly high powered items, will there be a minimum ability level needed to use it or perhaps a feat to train? Clearly if use was totally unrestricted the "1000 point alt courier toon with bag of holding" merrily AFK delivering stuff all across the map will be the new thing.

4. Will this take up a magic/wondrous item slot on the paper doll? How many of these things can one character carry ?

1-3: All good questions if we decide to go beyond just adding encumbrance. However, I don't want to spend too much time speculating until we can really dig into the EE 15 tasks.

4: The original plan was that enchanting let you turn pouches and packs into Blanks of Holding, which would be worn on the waist or back. If we decide to basically give folks one of those as the Bag of Holding, then it would be worn where appropriate. If we instead decide that the Bag of Holding is its own thing, then we'd have to figure out something else. There isn't really a good slot on the personal window right now, since those Magic Item slots are actually intended for Magic Item feats, which have to do with the enchanting system. That's all going to require a bit of thought.
Bob
Mistwalker
How about threading like ability for ammo in the bag?

Potentially. We already allow you to store quite a bit of ammo in your ammo container, and you only lose 5% of that ammo on death (similar to the 1 point durability hit).

That is sort of what we pictured a more advanced bag of holding being for, though: Putting things in it that you're reticent to bring along because of the risk of losing them, like extra potions, ammo or camps. Of course, there are other ways to solve that issue as well, and we haven't really put enough thinking into the right combination of solutions. We'll have to do that thinking soon, though, as we start working on EE 15.
Bob
Bringslite-Dominion Soldier
Bob
It's certainly possible that we could hook bags of holding into a threading system. I guess I'd always thought of it more as a way to protect a small amount of your inventory by putting a few items in the bag, where threading protects a certain number of the items being worn, but they do certainly have some functional similarities.

Magical insurance could also be a good coin drain, but it's also true that we do want a certain amount of gear/item churn. Balancing the need for churn against the pain of loss is always the tricky bit.

Let's give the recent trend of this thread a break.

What you wrote above (bolded) makes me curious. I had always thought of Bag of Holding being an encumbrance limit increasing option. Like it is in the TT. Like, though it increased what limit you had to carry weight, it still didn't make anything not equipped (someday threaded) safe from possible looting.

Sounds like BofH is headed more for a role as a container for a few items and make them [INV] to loss. Is that the plan?

Edited: Previous post looked like a prosecutor's leading question and that wasn't the intent at all. smile

The original plan was for a Bag of Holding to just add to encumbrance. As so often happens as we get closer to actually implementing something, we've had conversations about potentially doing something fancier with them, but we haven't decided anything yet. My comment was more along the lines of how I think about the fiction of such a bag, where I picture it as something you're putting things inside of, rather than as something that simply increases your ability to carry things. If we just raise encumbrance, then the assumption is that behind-the-scenes you're putting things in the bag. If we decide to do something more than that, then my initial inclination was to have there be advantages to putting specific items in the bag. Since threading is about things you're using/wearing, I didn't really picture those being put in the bag (your unwielded weapon or potions/tokens could be an exception).

Again, though, those were just random discussions about things we could potentially do, nothing where we'd really thought through the details, or even investigated enough to see if it was a good idea. Encumbrance would certainly be a more straight-forward solution, and is already incorporated into the enchanting system in a balanced way. Anything beyond that would require serious thought.

Bob
Bunibuni
Does the level of the character harvesting have anything to do with speed or number collected? Level one Miner vs level 6 Miner or Level 10 Miner when gathering coal, for example.

It doesn't affect the speed, but it does affect the odds of harvesting more resources per cycle. A level 6 Miner will take just as long to run through the 200 harvest cycles, but will probably collect more coal over the course of those 200 cycles.