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All posts created by Bob

Also, is there a reason why certain monsterhexes (near Callambea) only get Tier 1 and mini's consistently? Does this simply mean all the Mordent, Usties, Duergar and Molochs are still at their max?

It may be co-incidence but other hexes like meteor hexes seem to be consistently T2.

There shouldn't be anything restricting any of the standard monster hexes to specific escalations. Most likely it's just a combination of probability and timing.
Quijenoth Starkiller
I'm also concerned orphaned hexes are far too easy to remove right now. I can clear a bonedancer hex that has been orphaned from 95% strength down to 0 on my own in about an hour.

That was a deliberate change, to make cleaning up orphaned hexes easier. I believe that it was put in place due to the South being overrun by those 100+ escalations. I also believe that it is supposed to be a temporary measure, until server population goes up.

The orphaned hexes were always intended to be easier to clear out, mostly because they didn't benefit from reinforcements. When we slowed the growth rate of escalations to better match the server population, that slowed reinforcements, so orphaning them effectively wasn't weakening them as much. Throw on that orphaned hexes don't run events, and the result is that they actually felt harder to defeat. The 10x multiplier may not be as necessary once we increase the growth rates back toward their originally intended rates (which we'll only do once the server population can handle it), but we'll probably keep some kind of multiplier until some future day when we can do more complicated things, like run special events that only happen in orphaned hexes.
Since the last patch even the lion hexes, when cleared the previous day, no matter what time, have always spawn something new at exactly server up. We've killed escalations a few hours before server down only to see them spawn something new at server up. This was not happening prior to the last patch.

I'll check the logs when I can. That definitely shouldn't be happening.
Caldeathe Baequiannia
Lion hexes are on a random timer. Home hexes are based on server up.

Both home hexes and lion hexes should be using the same logic. The only difference there should be between them is that when the home hexes decide it's time to start a new escalation, they have a restricted list of escalations to choose from.

What should be happening is that when an escalation is defeated, the hex is told to remain escalation-free for either 12 hours (if a mini-escalation was defeated) or 36 hours (for all other escalations). On the next tick of the escalation authority (which happens every hour on the hour, and I believe is also forced at least once when the servers come back up after downtime, regardless of what time it is), if a lion or home hex is empty and has been escalation-free for the prescribed time, then it will attempt to launch an escalation there. If any of the escalations it is allowed to run are available (aren't already running their maximum number of times in other source hexes), then one of those escalations will be picked randomly (weighted by the remaining number of times each of them is available to run).

It is true that the first day the home hexes were allowed to run escalations, nearly all of them became infected immediately after downtime. That's because they were all empty, and had always been empty, so nothing blocked them from starting right away. The only likely exceptions to that would be in cases where the home hex escalation was already running too many times elsewhere, so it wouldn't be allowed to start up in the home hex until at least one of its current instances was defeated. For example, Undying Ogg can only run in one source hex at a time, so it wouldn't have started right away if it was already running somewhere else.

Since that first day, they should all have been following the standard logic, which shouldn't have anything to do with downtime. Any that happened to start right after downtime should have been complete coincidence.
Unless this turns out to be a much more widespread problem than it seems to be at the moment, we're not likely to get a fix in very soon. These do after all correct themselves at downtime (unlike the previous problem with invisible strength), and at least when events are running they can still be defeated.

However, if you happen to catch a GM online who is comfortable with the commands for doing so, we can shut these down in the cases where you clearly could take down the escalation (relatively little strength left, an appropriate party/character available), but there are no events and no proper monsters to tackle.
There was definitely a problem with those hexes. Even though they appeared to be properly infected, for some reason they were pulling from the wrong list of mobs to spawn.

On the downside, escalations are difficult or impossible to defeat when they're in this state. The mobs themselves won't provide any strength drops, since they're the wrong monsters. However, if the events are running, they can still probably be defeated even if they have the wrong mobs in all their generic spawns.

On the upside, this problem seems to clear up after the daily downtime.
In the Black Snake hex, the event encounters (Scouts and Escapees) were populated with the appropriate Black Snake opponents. The non-event groups were ordinary bandits, wolves, goblins and ogres.

This is fairly common if the hex was recently infected. The encounters that already had default mobs in them sometimes remain populated until they've either been killed or until a significant amount of time has passed since the last time a player came near them. The event encounters don't get populated until after the hex is infected, so they should always have the proper escalation mobs.

Note: The strength of the escalation seemed frozen at about 1,150 points. Killing Scouts and Escapees had no effect on the escalation strength, even after 30 minutes.

Killing Scouts and Escapees won't change the strength unless you kill enough of them to finish their respective events in time. If you finish the events, you should see a decent drop, unless the hex was reinforced enough on the hour to wipe out your gains.
Ryan is correct, there's a good chance that the generic mobs are hangovers from before the hex got infected, which would get replaced with escalation mobs each time an encounter is killed off. However, you should never see an event encounter that's populated with generic mobs, so that would be a clear sign something is wrong.
We've had sporadic reports of similar issues, but I haven't managed to actually check out one of these hexes in person. If anyone sees one like this, please try whispering to me in game: "/w goblinworks bob, You there?" There's a pretty good chance I'll be either off-line or AFK, but if I'm around, I'll teleport to you and take a look around.
Good catch on the typo, that's now fixed for EE8.

The Bonedancer Events overall are balanced more on the side of strengthening the Escalation on Failure, instead of weakening it on Success. In exchange, more strength reduction is awarded for each kill. That particular Event doesn't increase the strength on Failure, but the overall balancing system still reduces its final strength reward.

The strength rewards/penalties for each Event are also based on very rough estimates for the amount of time it will take to complete them on average. That amount of time could be very different depending on where the encounters spawn, which in turn can depend greatly on what hex they're spawning in. Eventually we'll get some logging in that will allow us to double-check all those estimates and adjust some of the rewards based on more accurate numbers.