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All posts created by Bob

Bob
Very true, getting to Tier 2 is an important milestone, and spreading yourself too thin will slow that down. Admittedly, some players value a variety of skills over faster power progression, but this new player quest is focused on making sure players know how to improve as adventures, and a reminder that they can do so faster by focusing on one role would be very appropriate.
Bob
Bringslite of Staalgard
About this yet:
Story Quest for New Players

•Give new players a quest storyline to follow that offers a more structured introduction to the world.

This seems like a fairly involved project. Is there anything that we players can do to help with this? Stuff like voluntary guide services, opinion input, ideas… Anything that we can do to add a bit of "Old Veteran Support" in helping players get through the new quests by trimming the coding down and adding a "live player" touch to the task list?

This will be like an extended version of one of the training tutorials, with a mix of NPC's offering advice on general feats to learn and then asking you to go places or kill things that are steadily tougher to handle, with the goal of giving players who like a little more of a structured questline to follow things to do during the first month of play as they get to Tier 2. The feat advice will tend to be pretty generalized and appropriate for pretty much any adventuring character, along the lines of "Train Base Attack Bonus 2" or "Train the feats needed for Role 4 (i.e. Fighter 4)" or "Train an attack feat to rank 2 and obtain/equip a +1 weapon with matching keywords." Players won't be forced to learn those feats in the suggested order (at least for now), but the kill quests will ramp up to match the assumed advancement rate, so jumping ahead wouldn't be suggested. The series of locations to go and enemies to kill will also serve as an introduction to the overall story of what's going on around Thornkeep, particularly the mysteries surrounding the Emerald Spire.

I have to give my usual answer for those interested in volunteering to help do the work, which is that we're not really set up for that kind of thing. What we are set up for though is to listen to your feedback throughout the development process so that we can make a better game for all of you, so keep it coming. For this quest in particular, we'll be putting it up on Zog when we have builds ready to look at, and I'll be happy to help get anyone interested in looking at it set up to do so.
Bob
Decius
Bob
For bards, the light armor arcane casting ability is pretty unlikely to arrive without a pretty thorough consideration of exactly how to implement bards, and that's not likely to happen until we're feeling ready to introduce them in some form.
Give bardic attacks (and only bardic attacks) a bonus when wearing light armor and using a bardic armor feat equal to the ASF penalty?
It'll quite possibly be something along those lines, but even something like that will require some additional code, so I'll want to do more research when the time comes to make sure we spend our coding time wisely.
Bob
Lighter armors currently have artificially high resistances to balance out the lack of enchanting ability. They'd get rebalanced so that they'd get the bulk of their resistances from enchantments instead.
Bob
You are a Troll
It would be nice is Mage + Embroidered Silk Robes gave differing resistances than Guide + Noble clothes did and Piecemeal Brigandine gave differing resistances to Strapped Leather which gave differing resistances to Adamantine Shirt. Every Light armor gives 12 Physical and 20 Energy Resistance OF EVERY TYPE - t'would be nice if it differed across different armors of the same type…maybe some gave more negative resistance and others more sonic etc.

I believe resistances were mapped to armor weights in a relatively simple way to leave room for the eventual enchanting system. A lot of the enchantments provide various keywords to armor, which in turn are meant to be activated by magic item feats and are more effective the lighter the armor is. That's where you'll see your big differences between resistance values on various suits of armor. We'll be looking at that for EE 16 to be delivered in January.
Bob
Bringslite of Staalgard
Duffy Swiftshadow
@Wolf

Something to clarify, EPOW/EPRO does not effect damage from attacks, it only applies to effects (the DoTs are the only damage it effects).
It seems to affect damage HEALED fairly well. At least it seems that way. Is that a misconception also?

Heal and Cure are considered secondary effects as opposed to negative damage, so they're affected by EPow/EPro.
Bob
There's room on the roadmap for us to do a few extra things here and there, particularly if it's something that's easy to do while we're already looking closely at a related system. Anything we can't get to yet can still go in the database so that it can be reconsidered at a more appropriate time.

It would certainly be trivially easy to change the keywords for Extravagant Padded Armor, and the original design documents called for it to have a very different set of keywords. However, I think they were changed to avoid providing a set of light armor that matched keywords too well for wizards. At the very least, there are clearly some complicated balancing issues that would need to be sorted through, so it will have to wait until later. I've filed a bug to make sure it doesn't get forgotten.

Adding defensive feats would also take a fair amount of work, and figuring out the best way to do that in preparation for the bard will probably have to wait until we actually start thinking about how to implement bards. At that point we'll be better able to look at how the new and existing feats interact to provide the desired effect.



Bob
Bringslite of Staalgard
Is there any way to add features to Azoth that can make it more valued in game? The idea that players will buy and sell it for coin/trade in game presupposes that characters need/want coin. I am sure that some will want it for crafting but it has to get into the game through other reasons to be sold on the AH, like players wanting coin. Which is kind of a low priority.

We can potentially add more features to Azoth over time, but the issue of coin usage/desirability is something we'll have to attack more head-on to really make anything get sold more often on the auction houses. Fortunately, some of the features planned for EE 15, such as taxation and incorporating coin into the settlement upkeep costs, will go a long way toward that.

Bringslite of Staalgard
Also once broken into bits for crafting, is the remainder usable for… partial month subscriptions?

We can't currently handle partial months, so you'll need to put together enough Azoth for a complete month before converting it into game time.
Bob
Exactly correct, Azoth is a premium item, so you can purchase it for yourself, trade other players for it, or purchase it on the auction house if any players are selling it there.
Bob
Sorry about the confusion, Paizo Bob is in fact me. We're steadily moving away from using Goblinworks and changing my GM character's name was one of the easiest changes to make.

As for why I'm in that company, I sometimes have to join companies temporarily, often as a leader, to look into reported issues with things like vaults or holdings. That way I can see the same things company leaders see on their interfaces. I usually leave the company immediately afterward, but in this case I needed to keep checking things over multiple days and just stayed in. I hadn't logged into the character again since then, but finally logged in and removed myself just now. Kicking me out in such cases is also fine and won't hurt anything, and that character never does anything online that would contribute meaningfully to a company while it's a member anyway.