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All posts created by Bob

Bob
We're doing some extra maintenance this morning and downtime will be slightly longer than usual. Standard downtime these days is about 45 minutes, looking more like an hour today.
Bob
Bringslite
@ Bob
Is it intended that a hex sometimes have quests from 2 different escalations at the same time? The hex directly 2 NE from Ozem's Vigil has a Bone Dancer quest (Joining the Dance) and a Skeletal Uprising (Empty Crowns)<—which I believe is for Skeletal Uprising. The hex reads as Skeletal Uprising 69.7%*.

Joining the Dance is a special case where the Bonedancer Shamans have decided to throw their support behind the Skeletal Uprising, so technically it's a Skeletal Uprising event. Previously, we couldn't include enough text to explain those kinds of things, but you can now hover over the event in the tracker window to get more details.
Bob
Bringslite
Skeletal Uprising.
Working the Quest "Empty Crowns". Two issues.
1. Erases any collected skulls past 4 when you turn in at the Priest.
It shouldn't be possible to collect more than 4 skull piles per player. Once a player has collected 4 skull piles, the instructions change to "Talk to priest" and right-clicking on any skull piles should result in a "You already have 4 skull piles" message, with the skull pile just staying there (assuming nobody else collects it). Of course, the "You took the skull pile" and "You already have 4 skull piles" messages look pretty similar from a distance or at a quick glance, so we certainly need to make the UI a lot clearer there.
Bringslite
2. After turning in 12/40 the Priest has disappeared from the hex.

Yes, the quest is still active. smile
I'm fairly certain this is just the bug where events stick around in the tracker even after they've ended. If this event ended successfully, it would have stuck around saying "Skull Piles: 39/40" until you either left the hex or the event restarted (at which time it would change to 0/40). In this case, the event probably timed out, but it remained in the tracker stuck at its most recent count. The only way to see that the event timed out is to notice the Failure message in the chat window, or to leave the hex and return (at which point the event wouldn't get added back to the tracker). Hopefully that bug will get fixed soon.


Bob
Nihimon
No boss ever spawned, and no quest to kill a boss popped up. Is that something that only happens in Escalation Source Hexes?

Yup, bosses are for source hexes only.
Bob
Ulf Stonepate
Kero
In this case, with my mates standing guard over my body/husk, looting would likely not have been an issue, while destruction may well have been.

That actually raises a question of auto-looting in PvP. If an individual dies but his party wins, can his friends prevent his body from getting looted, or will his stuff disappear while combat is still active? I think the auto-loot should trigger on the end of combat rather than the moment of death (or be removed from PvP entirely).

PvP won't have auto-looting, so yes, the party can keep the body from being looted, at least until everything disappears when the body needs to be cleaned up. No dillydallying.

Also, as part of the looting system, 25% of your unequipped/unthreaded stuff will get destroyed on death, so removing equipped items while bleeding out would be trading a 5% durability hit for a 25% destruction chance on each item you unequip. Possibly worth it for an item that only has 1 point of durability left, but now we're talking about an edge case of an edge case.
Bob
Kero
- Once, I was lying on the ground slowly bleeding out, with no cleric in sight, but all enemies killed by my mates. When "combat mode" had stopped (which took a few seconds), I was able to open the paper doll and unequip everything. As a result, my equipment did not take damage when I finally died, not sure if that is intended.

Nice catch, and enjoy it while it lasts. We'll probably eventually block players from exiting combat while still bleeding out, but even more importantly, once player looting is in this tactic would either resulting in leaving your equipment behind to be looted, or possibly destroyed.
Bob
Cheatle for TEO
[Escalation name and starting strength: Riping Chains, 100%, N1 by NE1 from Keeper's Pass.
Amount of time spent fighting the escalation: roughly 1.5 - 2.0 hours
Ending escalation strength: 70%

Overall there weren't any major issues that we had. We split up into basically two groups and killed everything in sight, but focusing on events.

The overall group of players you described sound a little stronger than the target group for handling Ripping Chains, and your progress stats line up pretty well with that. Splitting into two parties definitely makes things more efficient, providing that each party can still clear encounters fairly quickly and without significant losses.

The real trick is keeping up a sustained effort of some kind until the goblins are completely defeated. If the company/settlement could provide reinforcements to handle attrition over the next 4-5 hours, you'd have no problem clearing them out. Alternatively, smaller groups of players hitting the escalation occasionally every hour could have held the strength steady at 70% until another larger attack could be made. But if everyone just leaves that hex alone for a while, it would probably rise right back up to 100% as long as it's surrounded by 100% hexes for reinforcements.
Bob
Ulf Stonepate
That hex has Ripping Chains and a tower. This is important because the tower has a lot of escalation spawns in its area, so every time one of us died, we had to resurrect running because we always popped right into the middle of a group of mobs.

We're still tuning the placement of encounters. The goal is generally to have the shrines far enough from any of the encounter locations to make them reasonably safe, but there will always be a chance that some monsters or hostile players are nearby.

Ulf Stonepate
We stole 10 standards, defused 4 bombs, killed 3 diplomats, and killed a lot of goblins and ogres. I feel like we were proceeding quickly from combat to combat, pausing to coordinate targets, and charging in gamely. But after 2 hours, we had gone from 100% to 98.3%. I think we were briefly in the 95% range.

Your party sounds a little under-powered for handling Ripping Chains on its own, though definitely powerful enough to contribute, and the numbers fall pretty well in line with what I'd expect. You were likely surrounded by several 100% strength hexes providing reinforcements, so you were only barely able to lower the strength faster than it was rising. Once we start providing more info on the map, you'll probably have an easier time selecting a hex with minimal reinforcements to take on.


Ulf Stonepate
Getting rid of tanks is one thing, but we should have some way of interposing ourselves between mobs and remfs.

There are some crowd control attacks, like Cleave with a Greatsword, that should help with these situations, and we plan to add more of them over time. The monster AI is also definitely a work-in-progress and we'll work on making them a little less obsessive about attacking the first person to damage them.
Bob
Daeglin
We felt we were a relatively low-powered group, with quite a few people new to Alpha, and the Bonedancer escalation seemed appropriate for us. I think we could have successfully cleared the first hex escalation if we had chosen to over another few hours, as our group got used to working together and the new folks got more experience.

Great to hear that newer players were able to participate in a meaningful way alongside more experienced players. Larger numbers of lower-powered players is a great strategy for handling Escalations, and the Bonedancers were a good choice to tackle. You might have found yourselves needing to bring in some higher-powered help when the bosses showed up, but part of the idea is for companies/settlements to make strategic decisions about when to send in the lower-powered foot soldiers and when to send in the higher-powered champions.
Bob
Valkenr Darkaal
Some of us in T7V were running the Gutgult escalation directly south of Phaeros, and yesterday we would only get one or two quest sites before it reset at the top of the hour. Though this evening they were more abundant and we managed to finish the quest. I think the escalation needs some more diversity though, there were only 4 types of enemies, and one quest.

It's really interesting trying to hit the right balance on enemy diversity. Some of the newer Escalations are an experiment in providing diversity relative to the other Escalations, but not as much within each individual Escalation. For example, we had hell hounds in one of the other Escalations, but people hardly ever noticed them because people weren't running into them very often. To test out the other extreme, the Moloch Cultists expansion has hell hounds in nearly every encounter.

The newer Escalations are also pretty minimalist, with only one phase and one non-boss event. That was purely in the interest of getting them in quickly, and we'll be fleshing them out over time.

Valkenr Darkaal
4 of us were able to do about 15% in an hour(+2 gear). Our only chance for survival was to game the aggro system to pull a small part of the group at a time. Those guys stun like crazy, so it's nearly impossible to get any attacks off to hold aggro for your group.

That's pretty effective for an hour of work by four people, but assuming you were able to fully take advantage of the +2 gear, it sounds like you were pretty powerful relative to the monsters. We'll hopefully be making the aggro system harder to game at some point, but I'm guessing there are other strategies for dealing with all those stuns. It may be something that requires more upfront planning, like wearing different gear or pulling together a different party balance. Those kinds of things can admittedly be hard to do on a moment's notice, but that's actually where we want the balance to wind up. Tackling Escalations efficiently should take planning, possibly even settlement-level planning, though parties that find themselves in an Escalation hex should always be able to do at least some damage on their way through.