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All posts created by Bob

Bob
Guurzak
Bob, that system makes sense of a sort but it's not very friendly to the players. Could that particular escalation be changed to allow 6 group Paymaster kills between Intelligence chats? That'll give you the same net effect on a group scale without having to get all fiddly about who struck the killing blow.

Right now, if I just change the number to 6, then a party of 6 would potentially be able to kill 36 Paymasters between Intelligence Officer chats. Similar issues crop up in all the multi-stage events, purely because progress is tracked for individuals but not for parties. Long run, we'd like to share progress within the party in some way, but that's going to require code, plus some design thought to work around various edge cases.
Bob
KarlBob
If an Event requires killing a particular NPC type, such as Paymasters in the Mercenary Raid mini-escalation, is there a particular way they must be killed in order to advance the counter? I was in a group fighting the Stone Claw mercenaries recently, and we had a hard time advancing the Paymaster kill counter. Sometimes killing Paymasters counted, and other times they didn't. We started to wonder whether we needed to kill the Paymaster last of all the NPCs in the camp, but even that didn't always advance the counter. Are some of these kill counters simply bugged?

That particular Event requires you to speak to a Thornguard Intelligence Officer before killing each Paymaster. Because we're currently tracking progress on these multi-stage Events purely on an individual character basis, not on a party basis, that means that the player who lands the killing blow must have spoken to an Intelligence Officer in order for the kill to count.

It can be tricky when playing in a party to make sure the killing blow is landed by the proper person. When you do go speak to the Intelligence Officer, every member of the party should do so. That way, everyone is qualified to land the killing blow. As different party members get credit for killing Paymasters, their trackers will switch to telling them to speak to an Intelligence Officer. Those party members should avoid killing Paymasters until they do so. Other party members can continue killing Paymasters and advancing the Event. When too few party members are qualified to kill Paymasters, it's time for the entire party to speak to another Intelligence Officer.
Bob
Urman
Very informative blog. One question:

In the world map, there are some Home hexes that seem to be working as Monster hexes. One that I'm familiar with is the crater (brokenland?) hex at 01.07. That hex is currently occupied by Nature's Wrath, with wolves and the like, and it has definitely spread to surrounding hexes.

Have all Home hexes been assigned a escalation type, or are some home hexes for future, to be determined, escalation types? If it was the latter, I could see the Home hex might operate as a Monster hex for now.

Some of the hexes that are intended to eventually be Home hexes are currently set to be Monster hexes, with hex 01.07 being one of those. For now, we're in the process of editing the overhead map to better reflect the current state of the world. That particular hex is one I missed on my last pass looking for discrepancies, so I'll get it added to the list of fixes.
Bob
SDShannonS
1) May we please get a sub-forum to discuss escalations, dungeons eventually, and other PvE-related topics?
I'll talk to Bonny about it.
SDShannonS
2) Is there a way to spawn a Tier 2 escalation in a given monster hex?
I'd like for players to be able to influence which Escalations get spawned where, but for now they're randomly chosen. That means the only way to get a Tier 2 escalation in a given monster hex is to kill other escalations until a Tier 2 one appears.
SDShannonS
2a) Will clearing an existing Tier 2 escalation elsewhere increase the likelihood of a new Tier 2 escalation spawning in a given monster hex?
Yes, killing off Tier 2 escalations elsewhere increases the likelihood that the next escalation will be Tier 2. In fact, it may be necessary to kill them off elsewhere if the Tier 2 escalations have already launched their maximum number of instances, since that will block additional instances from being spawned.
SDShannonS
2b) Is clearing the Tier 1 escalation in a given monster hex necessary to spawn a Tier 2 escalation in that hex?
Yes, if a Tier 1 escalation is running in a given monster hex, no other escalation can move in until it is defeated. Escalations can displace each other in infected (wild) hexes, but not in source (monster) hexes.
Bob
Random drops are random. :-)
Bob
HowardWdW
LoL. I'M THE NOOB. Didn't play in Alpha, so all this is new to me. I just enjoy exploring to see what's out there and what different things are about. Also, they are asking for us to give feedback, so I'm trying to do my part of that. So those "green quests" that pop up are part of an escalation? I thought escalations took place in the hexes that are marked with the little Lion icon? These things I'm talking about seem to pop up all over the place.

Escalations start in the monster (lion) hexes, but then they spread.
Bob
Oh, and there aren't any actual Dismal Caverns on the map yet. The instructions are really just meant to send you to a particular hex, and since the Dismal Caverns are the actual home of the Bonedancers, the text makes reference to it. Some of the fiction/lore aspects of the game right now are text-only, but more and more will be added physically to the game over time.
Bob
Were you at least seeing Bonedancers in that hex? If so, you can probably make shamans appear by killing off some of the other Bonedancer encounters. Eventually some of the randomly spawned replacement encounters should include shamans.
Bob
Unfortunately, there are some bugs with having escalation events grant achievements. I think the two known problems are not giving event achievements on kills, and only giving 1 of the listed achievements on interactions even if more than 1 achievement is listed. Hopefully we'll get those fixed soon.
Bob
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