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All posts created by Bob

Bob
Bringslite
I imagine over the months that players have taken shots at members of The Bloodstone Swords in a PVP kind of way. Can you share any stories that are amusing or interesting about those encounters?

A couple players killed me pretty early on, caught me low on health after fighting a small group of goblins or something. I don't think they actually took much from my husk, since I returned pretty quickly to find them gone and my husk still there containing roughly 25% less than I'd died with.

Tink once chased me through the mountains and I just barely got away by jumping off the cliff toward Thornkeep. I was actually carrying quite a bit of stuff from Marchmont to Thornkeep at the time and felt very lucky to get away.

I think both of those incidents happened before those characters joined the Bloodstone Swords, so I don't think anyone realized who they were attacking. Since then, I don't think I've been attacked, but then when I'm on it's usually with one of my GM characters, sadly.
Bob
Vadaryl
One question will this include removal of Small Holdings by Characters with banned accounts?

Yes, as soon as we can figure out the best way to do that. It's possible it will require a new tool, in which case they probably won't get removed until the next build is ready.
Bob
Midnight
I hate the concept of the Outlaw Council and I hope that eliminating it is the FIRST thing that NewCorp does.

We paid good money to crowdforge this game, and having 99% of us left out of the discussions is basically another breach of what we were promised in the marketing.

We use the Outlaw Council meetings as just one of many ways to interact with all of you, and we've had far more Keepside Chats than Outlaw Council meetings. We fully understand the limits of filtered feedback, but find the Outlaw Council very useful for some issues, particularly those related to the politics between settlements and gameplay mechanics that only settlement leaders have access to. For every method of interaction (forums, polls, playing together online, emails, open meetings, closed meetings, or whatever other crazy form of communication comes next), there are strengths and weaknesses that bias the information in various directions. We always keep that in mind when evaluating what to do with the information.
Bob
Again, sorry for the delay sending out our official statement. I just sent out the email version, and I've also posted it to the forums here. I'll see if there are any other quick questions to answer in this topic, but most conversation regarding this issue should move to the new topic.
Bob
Dear Pathfinder Online customer:

Last week, we sadly had to permanently ban a small number of players who had taken advantage of a duplication bug in the game to gain a huge advantage for themselves. The logs we gathered showed that they repeatedly took advantage of the bug and built up large stockpiles of high level goods. We have permanently banned all their accounts, and are in the process of dissolving their companies and removing their duplicated goods from the game. Without the support of those companies, the settlements of Live Oak and New Rathglen will soon be vulnerable to hostile takeovers. We also deployed a server-side patch to fix the underlying bug these players were taking advantage of.

Remember that in the Terms of Service, which you agreed to when you downloaded the game, cheating in any way is prohibited and could lead to being permanently banned. In a sandbox world, one of the most dangerous bugs is the duplication bug because of its ability to destroy the economy and potentially require some sort of reset of the game if the damage is too large. Thankfully, it looks like the accounts involved were stockpiling things and parsing them out in very small quantities. Thus the damage stayed contained in their restricted vaults for the most part. But the damage could have become irreversible if those stockpiles had been loosed into the game world.

The best watchdogs for these kinds of illicit activities are other players. We were tipped off to the possibility of duping by a number of other players and it was their messages that got us on the trail of the perpetrators. During the last few weeks, we have developed diagnostic tools that will help us to monitor the game better and catch cheaters before they get too far. But you are our first line of defense and we would like to thank those who helped us with this situation.

So what should you do if you find a dupe bug in the game, or see or hear of any other situation that sounds hinky? First off, send an email to customer.support@goblinworks.com and let us know what happened, even if you’re not sure exactly what happened and just find the situation suspicious. Give us the name of the character, the server time (you will find that in the lower right corner of the game screen), and any details you can about what happened. The smallest little details can be very helpful. We will pull the logs for that character for that timeframe and see if we can see what happened, but eyewitness accounts almost always help quite a bit.

Secondly, don't put yourself in a position to activate the dupe bug or other exploit again. Once you know about it, stay away from it until it is fixed. Do not attempt to test around it on the Live servers in order to provide better bug reports. Any such testing should be done in consultation with us and on the Zog Test Servers (if you need access, just send a request to customer.support@goblinworks.com). As you can see with this situation, we do review our logs on occasion and repeated activation of an exploit is a clear sign that it’s being used intentionally. Knowingly activating an exploit breaks the Terms of Service and is grounds for a permanent ban.

Working together, we can maintain the sanctity of the game world in Pathfinder Online and enjoy it for years to come. Thanks again to everyone that helped us with this situation!

The Goblinworks Team
Bob
You are a Troll
And what about *Settlement Leaders* who hardly play the game any more? Was someone else appointed to attend? Did anyone even ask? What about a leader who appears from obscurity to attend and then disappears again? Aren't the members of that settlement being *held hostage* by the absentee leader? What value does an opinion have of someone who doesn't even play the game? As I understand it, there is basically zero chance/methods of deposing someone who has their e-mail address and account attached to a Settlement as *leader* - I consider this a huge problem that needs to be addressed. It seems to me Settlement Leaders wield way too much power, especially when things were supposedly designed around Companies and not Settlements.

I have made extensive efforts to contact settlement leaders and get them to appoint alternates when they can't attend.

It is true that there is currently no easy way to transition power inside a settlement if the leader becomes inactive, but putting some rules in place for that is something we've been discussing for some time. That said, if the leader is truly inactive, the member companies could choose to attempt a hostile takeover. The downside is that effectively creates a totally new settlement, meaning the loss of all previous structure kits and the rights to the ones yet to be delivered, unless the previous owner agrees to voluntarily transfer the settlement. Not ideal, but you do wind up with a settlement of your own.
Bob
Bringslite
Having said that, Ante Omnia Armari (a company of Ozem's Vigil) did aggress(feud) and capture 2 holdings with further goals in mind. We are only interested in an equal playing field for all. If there is some unfair advantage taken here, we will comply with GW's ruling. We will however, expect a chance to speak on it if there is a problem.

I'm open to any arguments anyone wants to make on this front, but my current thinking is that placing holdings is the easy part. Keeping them over the weekend is the hard part if anyone wants to stop you.
Bob
Bringslite
You are a Troll
I thought GW had no ability to track items in game with *logs etc* - has this now changed, and if so, since when? Was this also part of the Outlaw Council discussion?

Good question. Because of these oddities and multiple requests, GW developed some tools to examine player logs easier. This took some 2 or 3 weeks away from other development time but is well worth it, IMHO.

We have been very clear for a long time that we're tracking a large amount of data in the logs. Our biggest issue has been the lack of tools to analyze that data efficiently, but we've mentioned multiple times that we intend to go back through that data as we develop the tools to do so. I even mentioned it in a forum posting less than a month ago when other possible exploits were being discussed. In this case, it became obvious that some of this work needed to become our top priority until the issue was resolved.
Bob
My apologies that we haven't sent out the official statement on this issue yet. Part of the point of the Outlaw Council meeting was to get a feel for the reaction before sending out the larger communication, and complications arose that have delayed sending that statement out. I hope to have it finished up today.
Bob
Bringslite
How far is the game from some social tools like friends, Company, Settlement lists. Improved right click drop menus for invite, ignore, whisper, Offer Friend Link, etc…?

Since we're not really operating off a list of features to add in a particular order, that really depends on at what point we decide those are the most important features to put in next. Based on my overall read of the 11.2 discussion and memories of the 11.1 discussion, I feel like there are still a fair number of other fixes that pack more punch, in that the degree to which players want them relative to how much work they'd require is larger. However, they're fast catching up, and some smaller ones could even be near the top of the list for 11.2 or the following build. The more complex features would probably come a bit later.

However, what feels most important at any given time can change dramatically depending on how people are playing the game at that point, which can depend on the mix of new players and veterans, the distribution of settlements/companies, the balance between different playing styles, and any number of other things that change constantly. We adapt our priorities to those shifts as much as possible. As a result, social features could suddenly rise to the top, or fall behind something totally new the community is clamoring for.