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All posts created by Bob

Bob
Bringslite-Dominion Soldier
Gushers: Not of major concern but maybe for bug polishing in future updates. There are instances in attack waves where mobs get stuck up tress close to the Gusher Kit, or freeze and stand invulnerable nearby, or just outside(invulnerable) but probably close enough to take points away. I have solved the issues by attacking the invulnerable from many angles until they wake and by ensuring I have a 30 meter range attack available.

My concern is that they might be "counting coup" on the structure before I can figure how to kill them. Otherwise, I am enjoying the gushers so far. smile

When the mobs stop moving but remain invulnerable, it means they think they can still get closer to their desired location but actually count. We were worried about that blocking harvesting progress, so we added a fix where we keep track of whether or not the mob is getting closer to its desired location over time. If more than 50 seconds pass and the mob isn't getting any closer, then the mob loses its invulnerability so that it can be killed and free the harvesting site up to start producing again. If a harvesting site stops producing for a while, that means that an attacker got stuck somewhere, so just kill off nearby mobs until it starts producing again.

The last server-side update included a change so that mobs don't get raiding points or damage harvesting sites while they're invulnerable, so you're not taking damage while waiting to be able to attack them.
Bob
Paddy Fitzpatrick
Will ranged attacks still root you in place after ammunition comes out?

Most of the ranged attacks that currently root you will instead slow you 50% for 1-2 seconds. There are some exceptions that were always meant to root you and will continue to do so.
Bob
Stilachio Thrax
Bob, what is the foe for the new escalation? I'd prefer something we haven't seen already- hordes of undead (zombies, wights, wraiths, non-goblin ghouls with a nightshade boss), orc hordes, or kobolds with a dragon boss, for example.

I'm working on a new kind of enemy, but I want to do a little more research to make sure I'll be able to get them working properly before I get more specific about them. Unfortunately, I'm limited to art that's already working in game, and we don't have anything along the lines of completely new character models available. That pretty well knocks out anything like orcs or kobolds, or particularly something as different from all our other creatures as a dragon. However, there are some art assets that haven't yet been seen in-game but are ready to go, so I should be able to provide an escalation that both looks and feels significantly different from any of the existing escalations.
Bob
Bringslite-Dominion Soldier
Will it be easy to both slot ammo and will type "auto switch" like if I switch from Battle to Elemental Foci?
How about Broadhead Arrows to Bodkin?

If you have two foci equipped, then each will need a separate ammo container and you'll switch between containers as you switch between foci. The containers go on the offhand, and switching weapons will still switch your mainhand, offhand and implement items all at the same time, exactly as happens currently.

Switching between ammo types on a specific container will generally require being out of combat, with the exception of cases where you run out of the currently loaded ammo. This will be clearer when I write up the full description, but you'll be able to put a limited number of ammo types in the container, and if you run out of one type but have another available, then you'll automatically switch to the next type of ammo at that point. You can change the ordering on those ammo types, but only while out of combat.
Bob
Mistwalker
In those original discussions/decisions, were only the hard numbers of damage looked at, or were conditions that could be added to those attacks also taken into consideration, like bleeding?

Every effect, every conditional, every restriction, all those things are included in the calculations. However, the values given to each of those things, as well as the balance formulas themselves, are based on a variety of assumptions that don't always turn out to be completely accurate, so sometimes we need to make adjustments as we see how the attacks actually get used.
Bob
Giorgio
-request for a town crier for alliances

The game doesn't really recognize a singular alliance just yet, it just knows that Settlement X is allied with Settlement Y and Z, and vice versa. We'd first have to create an actual alliance, with alliance leaders and a list of members, to be able to do something like that, which would be a fair amount of work. It's something we've always wanted to do eventually, but it will probably have to wait until we're either done with the roadmap, or at least very far ahead on it.

Giorgio
-Backdating & Additional XP purchasing options (see most recent debate here: link pending)

That's something we'd definitely like to look into pretty soon, and it seems likely that once we have some agreement on a good plan that we could do something with just a reasonable amount of work. On the other hand, the work remaining for EE 14 is already pretty substantial, so we need to focus on what's already promised first. If we find we can potentially fit this in, then we might be able to talk about it in more detail as part of this milestone.

Giorgio
-any settlement or company level premium housing options

Once we figure out what the player housing will be, we can see how well it expands to something more appropriately thought of as settlement or company level. The biggest trick will be that we're not really in a position to get a lot of new building art in, just to leverage existing art in different ways, so some of the more traditional ideas like themed customizations are harder to do at this point.
Bob
Father Bronin
What does "Player Housing" do?

A very good question, and one that has been much on my mind lately. We have some ideas for what it might do, but we need to think through some of the technical issues before we're ready to talk about the possibilities further.
Bob
Mistwalker
With the major change that ammo will bring to archers and casters, has any though been given on how to balance that with the no-ammo required 20m rogue starknife attack?

That is an odd one. In theory, there's already some balancing factors worked into that attack that should reduce the attacks overall effectiveness, since it gets the benefits of range and of not needing ammo. Similar balancing factors should be keeping those mastery cantrips in balance, since they were designed to be ranged attacks that don't use ammo. The spreadsheets basically tally up all the advantages and disadvantages of each attack and try to balance things out, and both range and ammo usage are definitely included. That said, I may have to revisit those numbers at some point to make sure the assumptions built into them are working out in reality, but it will be tough to gauge what changes are needed until after we see how well ammo really balances things out.
Bob
Bringslite-Dominion Soldier
Subject Ammunition: Will ammo be required for ALL cantrips and orisons even if they are self, burst to self, melee range, (hope you get what I mean here)?

The only cantrips and orisons that are currently set not to use ammo are the Basic Attacks and Basic Exploits that everyone gets automatically for each weapon, and the Mastery cantrips (their ability to function without ammo was mentioned as one of their big advantages in the EE6 release notes when those cantrips were added). I hadn't really been planning to revisit those settings, since they were part of the long-term plan.
Bob
By popular demand, it's time to start up some discussion about the work we'll be doing for EE 14. All of the Auction House improvements originally scheduled for EE 14 were actually delivered with EE 13, so that leaves Ammunition, Player Housing, Line of Sight, and a new Escalation as the big things remaining to be delivered. Each of those deserves its own larger discussion, and in particular deserves a big starting post that describes the feature and can be updated as any changes are made during implementation. I'll start creating those shortly, but feel free to ask any big questions about those topics here until those threads are up.

Like all the other deliveries, EE 14 will also have a fair number of smaller improvements going in, so this is a good place to discuss those. For starters, here are some fixes that didn't quite make it into EE 13 but will be included with EE 14:

  • For conditionals, the improved version of a buff will count as the lesser one. As an example, Empowered will count when a condition requires either Empowered or Favored, though Favored will not count when Empowered is required.
  • The Item Redemption window won't be visible on the Character Creation screen, since premium items can't currently be brought into the game with a new character.
  • Settlements can control access to Mules.
  • The Inventory scroll bar will return to the top after using Deposit All.
  • More edits to the New Player Quest.