Cookies Disclaimer

I agree Our site saves small pieces of text information (cookies) on your device in order to authenticate logins, deliver better content and provide statistical analysis. You can adjust your browser settings to prevent our site from using cookies, but doing so will prevent some aspects of the site from functioning properly.

Pathfinder Online will be ending operations on November 28, 2021. For more details please visit our FAQ.

All posts created by Bob

Bob
Edam
oh … one other thing

The circus tricks needed to get a boss to spawn once the quest message to kill him appears are really annoying. Sometimes it seems like you need to kill off all current quests, then clear a large spot and then leave the hex and wait 15 minutes. Or some subset of the above.

Is there any way that once the boss quest becomes available it:
  1. forces unfinished quests to complete and despawn
  2. then forces the boss group to instantly spawn in an available location (off the minimap of any players) automatically replacing any current mobs in that location

We do intend to eventually change things so that events (including the final boss event) spawn all their encounters immediately, preferably off-screen from any players. Unfortunately, a fair amount of work is needed to get that fixed, and we'll also have to consider what to do when players are standing near all the possible spawn points. This isn't likely something we can fix for 11.2, unfortunately.

Currently, the trick to clearing room for the boss is to kill off 30m encounter sites (the largest ones) until the boss appears. If all of the 30m sites you're finding are for another event that's running, then you'll also need to finish that event off before the boss will spawn. You may be able to do that by just focusing on the 30m encounter sites for that event, but it will probably go faster if you tackle any other sites you come across as well. You shouldn't need to leave the hex or wait for anything.
Bob
Bringslite
Bob
I'm also looking at tightening the range of knights in Ustalav Invaders. Currently that escalation includes knights essentially from levels 1 all the way up to 21 or so. I'm basically considering taking out all the knights below level 8, and may consider some other quick changes.

That's what I'm remember off the top of my head anyway.

Can you share the reason behind this, Bob?

The main reason is that Ustalavs are mostly being farmed for T3 loot, but the encounters are on average significantly easier to deal with than typical Dark Elf or Mordant Spire encounters that drop very little T3. I'd originally intended them as more of a "choose your own opponent" kind of escalation, but I don't think that plan is going to work well unless some things get reworked to really encourage players to focus on the enemies most appropriate for them.
Bob
Edam
Bob
Edam
Buy orders in a different window to sell would be wonderful long term (or simply a different font color for orders with active buys) but for now JUST making the buy orders show up when "active" is selected would be huge progress.

I believe that was also toward the top of the list last time, and doing something along these lines is probably a doable amount of work. Definitely a good one to consider.
Edited the post … another thought was replace the Active button with two separate buttons, one for Active Sell and the other for Active Buys.

Regardless the current system of having to place a sell to get buys to show is not helpful if we want to encourage trading.

I think we'll be able to do it as separate buttons, which was definitely our preferred solution last time we took a look at improving on this.
Bob
Edam
Buy orders in a different window to sell would be wonderful long term (or simply a different font color for orders with active buys) but for now JUST making the buy orders show up when "active" is selected would be huge progress.

I believe that was also toward the top of the list last time, and doing something along these lines is probably a doable amount of work. Definitely a good one to consider.
Bob
Grimmel
A big help to sorting would be to sort items alphabetically in the Local Vault tab in the Auction House. In general, anywhere items are not currently sorted, they should be sorted alphabetically.

That's probably not too difficult to do. Biggest chunk of the work might actually be tracking down the various places that aren't currently sorted.
Bob
Bringslite
Are the refining functions already in for the upgraded holdings? Like smelting at the mining holdings, sawyer, etc…

That should all be in and working. I did some gemcutting at a holding a while back, since my settlement didn't a structure for doing so.
Bob
Smitty
What sort of plans / changes do you have in mind for escalations for 11.2 ?

I'm doing a quick pass to try to equalize out the amount of time escalations take to complete, and to make all the escalations start out close to 100% and get harder as they go down to 0%.

I'm also hoping to get in some additional T3 mobs (basically adding Heroes and Legends to other monster types and scattering them around some other escalations), and possibly the addition of a T3-heavy escalation. We'll see how well I can work that all into the schedule.

I'm also looking at tightening the range of knights in Ustalav Invaders. Currently that escalation includes knights essentially from levels 1 all the way up to 21 or so. I'm basically considering taking out all the knights below level 8, and may consider some other quick changes.

That's what I'm remember off the top of my head anyway.
Bob
Hobson Fiffledown
Smooth over the stuck-holes that are still in settlements.

We hope to get to at least some of these as part of 11.2.

Hobson Fiffledown
Even better vault and inventory sorting.

It's possible we could make some additional improvements here, but I'd need specific suggestions in order to comment further.

Hobson Fiffledown
PM and ignore on the forums (Dream the dream)

My guess is that the forum system we're using doesn't support these functions, making it a pretty big deal for us to add them, but we could take a quick look and see what's possible in the short-term.

Hobson Fiffledown
Bring back Bluff smile

Probably pretty easy to bring back, though I'd want to look into it briefly and make sure we didn't have other reasons for taking it out.

Hobson Fiffledown
Double "if" statements in feats (if distressed then x, if dazed then y) being represented by two different green lights on the button. That would be nice, seems sort-of easy, and yet I think it still might be too much to ask.

This is probably on the edge of possible.

Hobson Fiffledown
Add a donkey station to Smallholds and Ranch Holdings(before I bargain-sell the rest of my Smallholds).

An interesting idea and might not be too hard to add, though could require a fair amount of art work to add them to the buildings. Would also require a quick look at balancing that capability across buildings. Possibly too much work for 11.2, but debatable.
Bob
Bringslite
Last time that I played, the most frustrating issue(for me) was stack splitting. The bank has been improved 1000% and I thank you, but there is still that.

This was pretty high on the list for 11.1 as well if I recall correctly, and feels like something we might be able to get in.

Bringslite
Would love to be able to scroll with my mouse wheel rather than the sliders. <—Big one also.

Since the mouse wheel works on some interfaces (like the chat window) and not on others, it seems likely we could add the functionality to additional windows.

Bringslite
Change one of the unused chat tabs to a dedicated "Recruitment and Advice/Help Tab" <— Not so much a big deal now. General might be pretty empty without those messages.

Agreed, I'd be more worried about this once General gets overwhelmed. We do have the Help channel already, which could encompass this, but currently you have to sign into that channel every time you log in, so those interested in helping out have to remember to do so every time. There's a feature request to add a setting that autologs you in, which would make that channel more viable, and it probably wouldn't be too hard to get that implemented.
Bob
Decius
Back on topic, sort of: a pie-in-the-sky wish list item would be api access to vaults and complicated permissions controls, as a script.

Next to that, a multi group interface that provides a leader with more realtime information about the status of a larger group of players, even if that requires training its own skill.

Both of those would be too large in scope at the moment, but it's possible we can nibble around the edges of the larger issues that make such features desirable.