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All posts created by Bob

Yes, the problem is likely being exacerbated by the number of T2 Escalations elsewhere on the map, and players purposefully maintaining those Escalations potentially increases the problem. I plan to keep upping the incentives for killing off bosses, and upping the disincentives for allowing Escalations to exist for extended periods of time, until we find the right balance there.

We'll see how the addition of Victory Markers affects things, since it should provide a big incentive for taking out Escalations. Reserving a hex to keep a T2 Escalation running there means sacrificing a fair number of Victory Markers. If necessary, I can even raise the number of Victory Markers the T2 bosses provide, though there's a limit to how much I can do that before things get imbalanced in other ways.

Until we can get more systems in place to help with this issue, my main comment would be to point out that hoarding T2 Escalations is a valid form of settlement PvP, as is stealing them away.
Ryan Dancey
  • Added a second larger collision volume to characters that is only used for purposes of clicking on a target, making it easier to click on targets.
  • I know this is a long-needed fix, but I'm concerned. What happens when there's too many players in close-proximity? Will these secondary hitboxes overlap, making it difficult to target the person you're actually wanting to target??

    The original collision volume (which is still being used when players bump into other players or objects) is generally torso-width, so it often doesn't include shoulders or arms, particularly when not held tight to the body. That's great for collisions between players, since people can usually squeeze closer together than arms and shoulders would imply. However, it makes clicking more difficult than it should be, especially as characters get further away, because it doesn't really match up with what feels like the overall body mass of the character. It feels like you clicked on the a pretty central part of the character, but the original collision box just didn't consider it central enough. Hopefully the new boxes will more closely approximate what most players think of as the overall body mass for each character or mob.

    The downside, yes, is that the collision volumes of characters closer to you will now have a greater tendency to block clicks on characters further away, but that should usually be because the closer character is also visually blocking the other character, and their arm is in the way, so it should feel about right in most cases. We'll continue to adjust the size of both collision volumes until we're happy with the the way they work in a variety of circumstances.
    I suspect the biggest issue with finding the bosses is that room needs to be cleared for the boss, just like it does for other event encounters. As a result, if you start killing off encounters to make room, there's a chance the boss will later be found in the first place you looked, where it may have spawned after everyone got far enough away that it could spawn in without being seen. Once we fix this larger issue and start having the events clear room for themselves automatically, this should be a lot less annoying.
    The home hexes definitely cause some balance challenges, but their primary purpose is to provide consistent homes for some of the escalations. In the long run, that will allow us to specialize the content for these hexes in ways that wouldn't be feasible if they moved around.

    We also plan to provide more complicated positives and negatives to having these hexes near your settlements. When it becomes possible to fight over settlement locations, the home hex that seems so nice to have nearby right now may become something that other companies want to take away from you, or possibly even offer support to in preparation for their own attack.
    I have a question about the strength increase rate of escalations.

    One evening, a group of us cleared a bonedancer escalation near Rathglen. The next morning, before server down, there was a new escalation in place at a strength of 78%.

    Is that supposed to be 1/4 growth rate?

    The answer depends on what the new escalation was. If it was a mini-escalation, like Bandit Raid or Float Any River, then those all start at 100% and steadily go down.
    Exactly correct.
    Now the question I ponder is do we need to offer sacrifices to Bob to get a T2 escalation close to Golgotha.

    Sadly, the Escalations currently spawn completely randomly. The percentage chances for getting T2 Escalations will be rising over the next few builds, which will help with the situation. We have several additional plans for making the placement of Escalations more interesting than simple randomness, but those changes are in line behind some other needed Escalation fixes.
    What are the mortal enemies of goblins? Horses and dogs. Holy hell. how can they be such enemies if they are littered everywhere in most goblin camps?

    The only animals regularly mixed in with the goblins are wolves and goblin dogs. The display names are often shortened down to something like "Ripping Dog" just to make them sound better, but they're using the goblin dog model (darned ugly for a dog, downright adorable for a goblin dog) and combat stats. Eventually we'll provide a way to get more detailed information about selected targets so that it will be easier to differentiate between the name of a thing and what kind of thing it is.
    The Bonedancers are definitely capable of spreading far enough that their orphaned hexes are likely to be quickly picked up by other Bonedancer Source Hexes, and it sounds like they've done so near Emerald Lodge. One possibility is to keep an eye on all the nearby Monster Hexes and shut down every Bonedancer source as soon as it appears. If you tackle them within the first 24 hours, a decent-sized party should be able to handle each one in 2-3 hours. Avoid taking out any other nearby Escalations, particularly if they're surrounded by Bonedancer hexes, since those Escalations will actually be helping you fight off the Bonedancers, and will be preventing new Bonedancer Escalations from starting up and claiming any orphaned hexes. This would admittedly require a large number of forces, since you'd have to scout to the farthest extent of the contiguous Bonedancer hexes and be able to field 1-2 PvE parties on a daily basis for possibly a week or two, but it could be done.

    Alternatively, a smaller settlement could switch to focusing on the the Infected Hexes instead of the Source Hexes, steadily pushing the Escalation further and further away. Focus on hexes that have the least neighboring Bonedancer hexes to get reinforcements from, and quickly clear any reinfected hexes before they build up strength. You'd still need to be able to field a PvE party most days, and you'd have to scale back your goals to just pushing the Bonedancers a few hexes away from your settlements. However, doing so should also weaken them enough that they'll eventually be worn down by other settlements and competing Escalations.
    Dagnabbit, managed to repro that. Apparently things are not operating as we'd thought. Unfortunately, fixing this will probably have to wait until we get around to our longer term fix, which will be allowing these NPCs to be seen from anywhere within the hex.