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All posts created by Bob

Bob
Bringslite of Staalgard
Since you have asked, I wouldn't mind reading about your plans for "Raiding".

I'll post a more detailed thread about this on Monday.
Bob
Huran
I am excited to see the archer keyword fix. Wxcougar beat me to the question, I was just curious on if you guys were going to work on solving the spread bugs for escalations - sounds like you are looking into it which is also awesome smile

No promises, but it's definitely something we talk about regularly, and is of course near and dear to my heart since it's so central to the idea of Escalations.
Bob
plopmania
Bob

New Daily Activities
  • Add Gushers for gatherers to find and exploit.
  • Occasionally send invaders from nearby escalations to raid Holdings during PvP windows.

I remember a plan to make Gushers a target for "wandering" monsters as well. Is that still thing (at least, somewhere down the line)? From the surface, it would seem like the tech would be pretty similar for both cases.

Yes, we're still hoping to have monsters attacking gushers while they're operating, and the plan is to take advantage of the similarities between that and escalations attacking holdings.
Bob
Iram Thelbane
Is an ingame mail planned in a future release?

It's something we've talked about and would very much like to tackle eventually, but it's not on the current roadmap so I can't really say when we might be able to get to it.
Bob
To extend a bit on the general Don't Be A Jerk policy, while there's no rule against tricking other players into making unfortunate choices, doing so by taking advantage of incomplete or broken aspects of the game (basically anything that could be loosely called a bug) is forbidden. Because we're still working on various aspects of the New Player Experience so that new players better understand the risks and rewards of various actions, that very much applies to taking advantage of new players.

The game is meant to be competitive in many ways, and players should take care to protect themselves and their belongings, but we also want to provide an atmosphere that's welcoming to new players. Yes, they need to learn that other players don't always have their best interests at heart, but their first lessons about that shouldn't come from the kind of stab-in-the-back that's likely to drive them from the game. Give us time to work up the systems to properly educate players, and meanwhile back off if you get the sense that you're taking advantage of a new player's lack of experience. Don't assume they've read all the forums and have a full understanding of the game.
Bob
For anyone else who runs into similar problems in the future, it's possible to run the game using command line parameters to control the resolution and other graphics settings. Instructions are available for doing so on Windows here and Mac here.

Doing so bypasses the Patcher, so you wouldn't automatically receive the latest updates and would be unable to play anytime we update the servers, at least until you run the Patcher again. We only recommend running the program directly with command line parameters to to get things set up properly after something similar to this has gone wrong, then returning to running the Patcher each time you play.
Bob
Nihimon
Bob
  • Rebalance resource distributions between hexes.
1. Do you intend to create more regional scarcity?
I was leaning more towards dealing with a few cases (particularly at the T3 level) where there's perhaps too much regional scarcity, whether that be an important resource that's really only available in one area or an area that doesn't have any good resources.
Nihimon
2. Do you intend to make it more likely that every node type in a T3 hex will have some type of T3 resource?
That's not currently one of my goals. In general, I think it's fine that different monster hexes are valuable to different high-end gatherers.
Nihimon
3. Do you intend to periodically "rebalance" the resource distribution in order to frustrate efforts to map out where the resources are?
My hope is to eventually get things set to a point where we can leave the numbers alone. I definitely don't plan to change things just to make everyone map things out again, though I can't guarantee that I won't feel compelled to change things again to fix important balance issues.
Nihimon
4. Are there any other goals you have with this rebalancing that you can share with us?
There was some preliminary work done a while back to recalculate the demand for individual resources to better match what we were learning about player behavior in the game, and I'm hoping to incorporate that work (and a couple additional observations since then) into the spreadsheets so that overall resource availability will better match with resource demand. It will still be off by a fair amount until we get ammo in, and probably until we find a way to make consumables more popular as well, since they figure heavily into the demand calculations, but the mix of resources available should at least feel better even in the short-run. In particular, resources that only provide one stock were being undervalued, as were those resources that primarily go into Implements, which is a double-whammy for things like Ebonroot. On top of that, I'm looking at a slight overall increase in the availability of T3 resources, along with a slight flattening of the availability curve between the most and least available resources.
Bob
WxCougar of KOTC
Bob
New Daily Activities
  • Occasionally send invaders from nearby escalations to raid Holdings during PvP windows.
I had a question on this - does this mean that only Holdings next to Monster Lion Hexes or Monster Home hexes will be affected, or are all Holdings subject to this?

That's still kind of up for debate, and could depend a lot on what turns out to be technically feasible. If we had escalations spreading again, then having "nearby" translate to "neighboring" would probably work quite well. Without it, we may want to have "nearby" just mean "within 2-3 hexes" so that more of the world is covered.
Bob
And speaking of smaller fixes, here's a few things we'll be including with EE 13:

  • Only show the PvP icon next to the mini-map when in a hex that can be owned.
  • Added timestamp and character name to the /LogVaults headers.
  • Added a /LogMessage command that logs out a player-supplied text string with the same header info as /LogVaults.
  • Holdout Weapon Implement Proficiency 3 requires rank 16 in the appropriate feats, similar to the requirements for Toolkit Implement Proficiency 3.
  • Holdout Weapon Implement Proficiency accepts Seneschal for prerequisites.
  • Combat Expertise, Feint and Evasion trainer levels were evened out, with rank 6 made available at trainer level 20.
  • All standard attack bonuses now progress 1 rank for every 2 trainer levels, with base attack bonus ranks coming available 1 trainer level later.
  • Space added to display name for Boss Crusader kills.
  • Protective Ward 6 keyword changed from Extraplanar to Intelligent.
  • Archer 12-14 grant keyword Stealthy instead of Quiet.
  • Added Truesilver and Stealthy keywords to Shimmering Truesilver Shirt.
  • Fixed the Shutdown model of the Loom.
  • Fixed the Shutdown signs on the Auction House and Workshop.
  • Fixed collision model on sawhorses.
  • Standardized all the toolboxes on holdings and outposts so they no longer have to be fixed on a case-by-case basis.
Bob
Now that we're all rested up from deploying EE 12 and showing off the game at PaizoCon, it's time to start talking about EE 13. Here's a reminder of what we originally committed to delivering with EE 13:

New Daily Activities
  • Add Gushers for gatherers to find and exploit.
  • Allow raids on Holdings to steal bulk resources during PvP windows.
  • Occasionally send invaders from nearby escalations to raid Holdings during PvP windows.
Story Quest for New Players
  • Give new players a quest storyline to follow that offers a more structured introduction to the world.
Gathering/Hauling Improvements
  • Add mule doors to appropriate Holdings.
  • Rebalance resource distributions between hexes.
Settlement Improvements
  • Add Town Criers to Thornkeep that point new players toward existing settlements.
  • Pull banner companies into feuds between founding companies (this was delivered early as part of EE 12).
Premium Items
  • Introduce Azoth, which can be used to improve crafting/refining output or converted into game time.

I'll be starting some separate threads for any of these that call for a longer discussion or a really detailed explanation, but we can start discussing any of them here, along with any other smaller fixes we decide to make as part of EE 13.