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All posts created by Bob

Bob
Edam
It is actually a concern that "no influence cap", whilst designed to allow newer groups to get a foothold, will actually allow very large but relatively inactive groups to spam +0 holdings across the entire map using threat of bringing back currently inactive players as a stick to stop people contesting them.

Influence will be made relevant again, including the mechanics that make influence less and less efficient to work with the larger your company is. We don't intend to have influence be as unlimited as we're making it in EE 12 for very long.
Bob
Duffy Swiftshadow
My first thought when I read about high sec was that it had the potential to invalidate all non-feud conflict outside of surprise alpha strikes, which pretty much never happens. Our group is Lawful based and should in theory want to use high security to prevent any non feud fighting, but due to the way the systems work we're gonna have to go low sec and rely on the alliance setting instead.

There are no doubt still various holes in feuding and such that we'll need to fill. It will be good to see how companies and settlements decide to handle their security settings, then iterate on that and other features based on what works and what doesn't.
Bob
Duffy Swiftshadow
Bob
I'm also not sure exactly how much good it would do, since if you're able to run away to another hex, odds are good that you can just keep running.

As someone who has chased and been chased I will say that just because you can cross hexes does not mean you will ultimately get away. Between speed boosting moves, speed potions, obstacles (both terrain and mobs), and varied crowd control moves/expendables while someone good at running will usually get away it is not guaranteed. Most running fights resolve over 2-3 hexes, beyond that the runner usually escapes unless someone happened to be coming from the direction they are heading and can cut them off.

That's good to know. Sounds like some kind of flag with a 5-10 minute cooldown would cover most chases. We just need to see what's involved in implementing that properly.
Bob
Fiery
Paddy Fitzpatrick
I generally like the changes overall as a step in the right direction. A few concerns I have…

First, the raiding for holdings must be able to take place in ANY holding, not just the outer layer. No one should be so completely safe that they can be insulated from having to deal with any sort of pvp warfare.

My impression is that this will be the case. You can raid any holding during any day, not even just the 3-day window.

We'll get into the details on this once we move on to EE 13, but I'll admit it would be more work than originally planned to allow raiding every day.

Fiery
Paddy Fitzpatrick
I propose making anyone who is in a low sec hex for more than say a half hour get pvp flagged. Let's face it if you are in say a T3 monster he for that long you are probably working the escalation or something. It increases risk and reward in a way that is more fair.

I do believe anyone who enters a Monster hex will automatically be flagged.

We talked about this as a possibility in another thread for dealing with players who run off to a High Security hex, but we're still considering what this would take to do properly. I'm also not sure exactly how much good it would do, since if you're able to run away to another hex, odds are good that you can just keep running.
Bob
A settlement leader could use Blacklisting and Settlement Access settings to restrict you to only withdrawing your stuff from either personal or company banks at the settlement bank. If you're a banner member of the settlement, the leader could also use Vault Permissions to block your access to the actual settlement vault itself, but not to your company vaults.

Your company leader can use Vault Permissions to restrict your access to company vaults, or could also just boot you from the company to easily remove your access.

Vaults at holdings are a little tougher, because Blacklisting can result in losing complete access to those vaults. In general, you probably shouldn't leave signficant assets in a holding vault for long.
Bob
For EE 12, Heavy Melee Attack Bonus will be gated by either Strength or Constitution and will grant both. This will help better support shield users, but those of you who've already advanced in this feat will see your Strength drop a bit and your Constitution rise a corresponding amount when EE 12 is deployed. However, any feat ranks that were already learned based on that higher Strength will be retained.
Bob
Midnight
When the trainer is charging the inflated price, is there any indicator to the player that the price is inflated or why?

At higher levels the training is so uncommon that players might not have a firm grasp on training prices and without an indicator of the surcharge, they might not know to petition for higher support.

Yes, we did a couple things to make it clear.

First, as Duffy mentioned, there's already a mention in the prerequisites section saying that your support level is too low, though of course it doesn't currently mention the surcharge. Because that message is lumped in with the prerequisites, it can be a bit confusing. If it shows up on a trainable feat, it's not too bad because it just likes like a warning. If it shows up on a feat that's untrainable because you don't meet other prerequisites, then it can make you think you need to have support before you can train, even though it's meant as just a warning. What we've done is change it to a clearer message saying that because you don't have enough support there will be a 50% surcharge.

Second, in the section showing you how much training will cost, it's now listed as X + 1/2 X ("50c + 25c"smile if there's a surcharge.
Bob
I've just verified in our latest build that it's possible to train feats beyond your support level. It apparently always was possible, it just rarely came up because almost everyone is in a settlement and has been getting support up to 20 regardless of settlement level.

We did however want training beyond your support level to have a little extra cost to increase the pressure to keep settlement level high even if you've got training available elsewhere, so while staring at the code to make sure everything was working properly, we added a 50% surcharge for all the extra work the trainer has to do given your lack of support.
Bob
I considered going with effort (we don't use real effort now, but we fake it enough that this could be treated as an effort bonus and thus the amount of help it did would be based on bulk ratings just like outpost output is), but I like having the math work a little differently between the holdings and outposts. Outpost production already pushes you pretty hard toward choosing outposts that perfectly mesh with the hex's bulk ratings, so having the holding resource bonus be flat is at least a mild counterpoint that potentially makes choosing small inefficiencies more palatable.
Bob
We're looking at giving alliances some kind of ongoing cost based on alliance size to help balance this out.