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All posts created by Bob

Garric Orcsbane
Will the Smallholdings owned by banned accounts be removed from the hexes they are currently deployed in?

Running one last quick test, but so far everything looks good for me to start manually removing those smallholdings. If anyone is being blocked by a smallholding that you believe belongs to a banned character, drop a line to letting me know the name of the character and the hex the smallholding is in.

In general, I only intend to remove the smallholdings from hexes where player actions can't remove the smallholding. If the smallholding is in a hex that can be claimed by placing a holding, which in turn should allow the holding owner to remove the smallholding, then I'll leave that to players to deal with.

Everything worked properly with all my tests, so I can begin tearing down those smallholdings. It will take me a while to get around to checking all the potential problem hexes, so do let me know at about particular hexes I should look into first.
Okay - have to ask about this not that it matters much with PvE .. but in regards to how I continue to build my character- just looking for an update if there is one..
I tried to track down the GW post about dispelling and disrupted ( but after 30 minutes sign of it and brain not telling me what thread it was in I gave up)..
From what I recall it read something like this - dispelling as it works right now - removes a buff and places the disrupted condition on someoneā€¦
If the buff being removed has a duration less than 1 round.. if the duration is longer than 1 round it is currently not affecting that buff nor applying the disrupted condition.

First is this still how it works ?
Second is it still not in line with how it should work.?.

How should it be working.?
Is it only suppose to remove supernatural buffs ?
Should it be reducing the duration of them anytime they are present and not just if they are under 1 round ?
Finally when disrupted is applied how long does disrupted condition last ? rest of the round 1 round etc ?

I have not actually tested this, but according to a bug in our database, that looks like a fairly accurate description of the current functionality. Basically, a bunch of supernatural buffs got boosted to last longer than one round, taking them outside the range dispel was originally implemented to handle, and we haven't had a chance to rebalance dispel to take that into account.

We plan to fix this such that dispel instead reduces the remaining time on the supernatural buff, and applies an equal amount of disrupted. Hence if it reduces the time by a full round, a full round of disrupted is applied. If only 3 seconds remained, then only 3 seconds of disrupted will be applied.
On a practical note, could we have a box next to the vaults that allowed crafting from materials in the AH, provided a sell order was up, for the appropriate amount of coin? That seems a little bit more complex and has many edge cases, but makes things much easier for those just now starting to craft.

It's possible that we could include some kind of Auction House access from the crafting windows, and it would certainly be useful. Probably a fair amount of work involved, and I'd guess more complex than a lot of fixes we could make to the Auction House itself more easily to make life better for crafters/refiners (like searching by stock).
Ali HF
How about adding something to the crafting window that allows your crafter to see all stocked items of what your trying to craft so you know how much you, your company or settlement have already made of that particular item and the various +'s.

That would be pretty handy. It would take a little work to get it to fit into the UI nicely, but should be doable at some point.
Yeah, as long as recipes stay "learn once, know forever" then I do not see the scarcity of T3 recipes be much of a factor. It is true that long crafting times, contested T3 raw materials and a lot more churn due to Wars/PvP will make T3 items coveted. However this still does leave the loot kinda meh, since the T3 recipe market will be saturated, and harvesting some Adamantine Ore just does not have that Wow-factor(a gusher may have some Wow-factor to it).

So I hope that with the Enchanting system, they will deviate from the "learn once, know forever" adagio and implement something that is more like "use once" so that looting that ultra rare "Brilliant Shard of Divine Power" (+5 to divine attackbonus Enchantment) will always keep the wow factor.

Long-run, we do intend to find ways to make "learn once, know forever" items like recipes have additional uses. The codices were a first step in that direction, and we'll keep adding things as needed.

The Enchanting system is definitely one of the things we've discussed leveraging to add more wow factor to loot drops, though we haven't finalized all the plans on that front. Probably won't get looked at in detail until we're much closer to implementing it.
So here's the point I'm trying to make – if we're only supposed to use expendables in the tough fights to make them beatable, every expendable (of an appropriate tier) needs to be able to make that difference in the right kind of fight.

We've certainly got a lot of balancing to do on both overall power usage and on individual expendables. You may find that there are some expendables you only use when you know you'll be heading back to town soon and have plenty of power to carry you until then. Maybe you're just heading out to finish off a nearly-dead escalation and want to do it as quickly as possible, so you pull out all the stops and bring the bounty back before running out of power. Ideally, every expendable will be appropriately powerful under at least one set of semi-common circumstances, though that may mean only against certain enemies, or only with certain character builds, or only with certain party combinations. If any aren't we'll make adjustments over time to make them more useful.
On the other hand burning down 15 Dark Elf Assassin groups in one session (they reset every down time so you need to take down all 15 in a session) even with power buffs and power heals is hard to do without deaths even in T3 gear.

I do question Bobs statement about "I'm thinking every really tough encounter would be balanced by at least 2-3 typical ones and 4-6 easier ones" . Because quests reset daily you are more or less obliged to focus on quests till you complete them or ignore them completely.

Events are definitely one of the things that can nudge you to focus on certain encounters, potentially moving you away from that overall balance. On the other hand, even while focusing on event-related encounters, I'm hoping folks will find it worthwhile to kill off any easy encounters along the way (both because the event may have some similarly-sized encounters to place, and because even those easy encounters will lower the escalation's strength) and that there will be some smaller nearby encounters cleared just to make room for safely battling larger encounters. Still, when focusing on an event, it does seem likely that whatever size/difficulty of encounters that event offers will become a larger percentage of what you're fighting.

One of the big things I did for 11.2 was to reduce the target numbers for any events that seemed likely to take more than 30-45 minutes on average to clear for an appropriately-leveled/sized party. However, that time estimate has certain assumptions built in about how hard it is to find event encounters. As it turns out, focusing too much on just doing event encounters can make it harder to find those encounters.

Using the Dark Elf Assassins event as an example, most of you know that once the event triggers, you need to kill off some random encounters to make room for the event encounters. Ideally, for this event you'd kill off 4 15m encounters and 1 30m encounter. At that point, there would be 5 assassin encounters somewhere on the map, and each time an assassin encounter is cleared (you do want to clear the encounters, not just kill the assassins), a new assassin encounter will spawn elsewhere right away. That maximizes the likelihood that you'll run into assassin encounters quickly as you explore the map.

However, if you only clear 1 15m random encounter, then there's only 1 15m assassin encounter on the map at that point. If you then start focusing on only killing off assassin encounters, then you're likely to spend lots of time exploring to find that 1 encounter. Killing it off will spawn a replacement assassin encounter immediately, but still just 1, so you'll keep having to spend lots of time looking instead of fighting. Worse yet, if you just kill off the assassins at the encounter but don't clear off everyone else there, then you have to wait until the rest of the encounter times out before the replacement assassin encounter appears, so there could be long stretches where no such encounters are available. The end result is that focusing too much on the event can be counter-productive. Cycling around the map and killing things along the way whenever an event encounter doesn't turn up quickly can feel like you're slowing yourself down, but can actually wind up making things faster as long as you cover the entire map on each pass.

In the long run, we plan on forcing the event encounters to spawn as soon as the event starts, so this won't be quite as big an issue. We also plan on removing encounters where the objective has been completed from the encounter count right away, so encounters won't necessarily have to be fully cleared. But even with those improvements, the intention wasn't really to push people to totally focus on the events, just to maybe steer a bit more toward them while still killing things along the way. The exception to that would be if we bring timers back in, where we'd expect people to get more tightly focused as the timer starts to run out (of course, we'd have to show the timers for that to work).

TL;DR: Kill everything.
Edited Original Post:

Added ability to paste into all text input fields under UI. Turns out that fix wasn't just for the Log In screen, you can also paste into the chat window, the support ticket window, and others.
If one of the factors(or intent) of choosing and using expendables is that they should be used sparingly as some feel, then of course GW(or NewCorp) should code in some unalterable cooldowns that force what the intention is. As players, we will work around anything less than impassable limits on power usage.

It is human nature.

Here's a rough statement of where I'd like expendable use to wind up for a typical player on a typical day:

You put together a small party and head out to tackle an escalation, one reasonably appropriate for your level. Everyone is fully powered up, but you've brought along an appropriate camp for power regeneration. You reach the escalation hex and place the camp for later use. When tackling the tougher encounters, your party runs through a fair number of expendables. When tackling more typical encounters, you may or may not use any expendables, depending on exactly what enemies you're facing. Part of the challenge is trying to get through those encounters with minimal expendable use. You should also be tackling a fair number of easier encounters where you use no expendables unless something goes terribly wrong. In general, I'm thinking every really tough encounter would be balanced by at least 2-3 typical ones and 4-6 easier ones. After 30-45 minutes, you run through enough power that everyone can regenerate at the camp without wasting any extra (maybe you're at half), so you top off your power. An hour later, you're at maybe 1/4 power, so you get some more at the camp, bringing you up to 3/4. An hour later, you're close to running out of power, but the boss is about ready to appear. You play a little conservatively with expendables until the boss appears, then quickly head to the camp so you'll have enough power to go all out with expendables taking the boss down. After that, you've got a bunch of loot to get safely back to town, where you can top back off on power again.

Right now, of course, a lot of folks are fighting above their weight in the Great Quest for T3 Recipes, and are even avoiding the easier encounters to focus entirely on Legends. Under those circumstances, I'd expect players to need to return to towns/inns more often, or to carry better camps. Those are the meaningful choices you make when deciding which escalations to tackle. Hopefully the change of moving the biggest loot to the Win Boss encounters will make it more worthwhile to tackle smaller encounters to bring the Boss out more quickly. Still, escalations like Gathering of Legends or Revenge of Nhur Athemon will probably fall in the category of pushing everyone to use a lot of power to clear them quickly. The improved camps should help with providing power for those battles, but aren't intended to provide enough to completely avoid regularly returning to inns/towns for all but the most powerful parties.
Caldeathe Baequiannia
To bring this back around to its start, was it really be so awful to have to put up with needing an inn a couple of times a night that it needed to take programming time away from the only programmer we've got who can work on stuff that is actually significantly broken?

No programmers were harmed in adjusting the camps and smallholdings. Fixing Auspicious Critical, that's a whole 'nother story. Had to call in a "cleaner" after that.