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All posts created by Bob

Bob
Deleted/Edited a couple posts, let's try to keep the comments from getting personal.
Bob
Raffeh, I'm not aware of any problems that result from installing the game to a second drive, so we'll probably have to walk through the details of your installation to figure out what's happening here. Please send an email to customer.support@goblinworks.com and I'll get back to you with some questions and possible steps to take.
Bob
Paddy Fitzpatrick
How bout putting something like that PFOMap thing IN the game somewhere? Do it for entire alliances and whatnot.

The long-term plan for the map is to have it include lots of information about hex ownership and other in-game mechanics. Tork wrote up some preliminary design docs that we've been keeping in mind throughout the development process, but to some degree we held off on implementing it until more of the systems it would display had both been implemented and had a chance to get iterated on. That way, we wouldn't wind up having to make any necessary changes to both the system itself and the map.
Bob
harneloot
Hey Bob, since people are throwing out requests, how about stocking the five lion hexes that have ZERO T3 resources with a few black Pearls or Kermes Beetles or something?

That's toward the top of the bug list, but is a pretty involved change for me to make in a balanced way. It didn't make it into 11.4 in large part because we were focusing on much less risky fixes, but hopefully I'll be able to work it into a build soon.
Bob
Edam
For me the biggest issue with shields is they replace all my longsword secondaries which include my best attacks.

To be honest all we need is the freedom to select either a shield or a weapon attack separately in each of the six slots. If I could mix and match one or two shield attacks randomly in amongst the longsword ones (instead of just replacing all my longsword secondaries) I would be much more inclined to equip a shield.

As others pointed out, this is an interesting issue for all offhand weapons, since the choice of which weapon goes in the main hand and which weapon goes in the offhand restricts which attacks can be primary and which can be secondary.

I suspect this restriction has been heavily used to deal with some of the balance issues that can crop up with dual-wielding, and to better distinguish the combat roles of a player with a single one-handed weapon vs. one also carrying a shield. Any changes would require careful consideration, but I agree there are some opportunities to improve on the current implementation. I'll file a feature request to review the system for offhand weapons, particularly for shields, with all the comments made here kept in mind, but it's likely to be a while before we can really dig into this.
Bob
We've found some small issues with the current build of EE 11.4, so we're fixing those and plan to put a new Final Candidate up on Zog next Monday or Tuesday. Assuming we don't find anything else substantial, that build won't need more than a day or two up on Zog since there will only be minor, easily tested differences between that build and the current build. If nothing turns up in that build, then we'll probably still be able to deploy 11.4 to Live sometime next week.

I've edited the original post to take the second Final Candidate build into account.

Bob
Bringslite
So how about a weapon and shield feature request?

I've thrown in a feature request for that, but role feats take a lot of planning to get right, and usually hook into multiple other feats and items. Still, it would be cool to find a way to make shield use a more distinct role, possibly with some appropriate new expendables and other goodies.
Bob
Edam
Fair enough … though some attacks have states triggered by favored (Srike of Sacred Strength and Sanctified are examples). Does empowered count as favored in those situations?

Sadly, no, it checks for the specific state. I've added a bug to look into that.
Bob
Edam
Alternatively let us key bind specific expendable slots. Basically so if you hit the key for Intensify or whatever it will change to the appropriate implement if necessary and then fire the expendable.

The same thing would also help with attack combos as currently setting up a state with one weapon and then switching to the other to attack is quite unwieldy.

Probably more complicated to implement, but that would be an interesting power feature. I put in a feature request for it, though it's probably something that would fall in line behind a lot of bug fixes and added features.
Bob
Decius
Why are there two implement slots, when the role features only really support the use of one implement type?

Based on reviewing various design docs and blog posts, we apparently intended to allow players to carry multiple implements from the beginning. Of course, being allowed to carry two different implements is very different from being able to fully take advantage of two different implements, since currently your role feat will only align with one of the implements, but you're free to mix and match as you like.

Interestingly, it turns out we always intended for players to be able to switch between implements separately from switching between weapons. Given that, I've put it on the list of things to do, but I'm still not sure exactly how much work will be involved or where it will wind up on the priority list.