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All posts created by Bob

Bob
Rhethwyn
I'll give this a try as well - next time I happen on a gusher I mean. The AI seems smart enough an attacker would break off from attacking me to go after the site. Maybe I'm just not pulling agro correctly.

Technically, the invaders don't attack the site directly, they just damage it whenever there are more attackers than defenders within a certain radius. The more you can keep them outside that radius, the less time they'll spend doing damage.

What does send them back toward the camp is the standard leashing rules. Whenever one of them gets too far away, or completely loses aggro, then they'll run back to their assigned spots, which are just within the damage radius.
Bob
Oh, and the alchemist utilities and reactives are also now in, along with a few other miscellaneous bug fixes. I'll post more details on Monday. Sorry about the lack of info, had to wrestle with this build all day to get it working and just barely managed to deploy it in time for the weekend.
Bob
A new build is available for the Test Servers. The biggest changes have to do with mutagens, which now properly provide buffs and debuffs. That involved breaking the buffs and debuffs into seperate effects, and making new combined effects for the combined mutagens. While fixing that, I also noticed that I never fully balanced the mutagens, so I did a full balance pass on them. All of the details for that are now up on the Formula Book and Effects Glossary tabs of the public spreadsheet.

In addition, to better capture the flavor of mutagens from tabletop, there's now a restriction that you can only have one mutagen functioning at a time. If you apply a new mutagen, the previous mutagen immediately disappears.
Bob
NightmareSr
even a delay by hitting esc would be shorter than cycling through like I have been I think.
Plus if nothing is targeted after I hit esc, then the auto targeting should target the next mob to hit me, right? Usually be a melee I think, or at least something with LOS. smile

Correct, the first mob to hit you would get auto-targeted, and would at least have LoS. The bummer is that sometimes the enemy strikes you before you can stop yourself from hitting tab, so then you immediately target the second-nearest enemy, which may not be all that close and may not have LoS.
Bob
NightmareSr
I could probably try esc to clear my target I guess when I accidentally have the 4th closest enemy instead of cycling through 8 more to get back to the close one.

Yes, that will work most of the time. There's a small chance you'll get damaged during the brief window between hitting esc and then tab, particularly if you're targeted by a lot of mobs at once, but pressing tab quickly after esc will minimize that possibility.
Bob
NightmareSr
I agree that when everyone is standing still it does work this way, and I know that my character moving along with mobs moving can make this cycle seem odd. However, when I am standing still in a gusher and a mob rushes into the kit I target one of them. With rare exceptions I target one that is running in and out the other side to it's starting point. So, when I target it and try to attack I find it is invulnerable. So, I hit tab and end up targeting something further away and then further and further until I can finally cycle through all 12 stupid bandits to get the darn bandit captain targeted, who has been beating on my weak party member this whole time. Either the distance order changes aren't being used in the cycle sequence or the order changes are being used too fast. I'm not sure but if I have never targeted someone who is standing right next to me with a greatsword, then I would really like to target them before I target the little archer who is 35m away.

There isn't really a "cycle sequence" that we're re-ordering or keeping track of. Instead, each time you hit tab, we make a list of possible tab targets, ordered by distance from you. If you have no selection yet from that list, you target the first thing in the list. If you have something selected from that list, then you target the next thing in the list after that. If the bandit that was originally near you and got selected runs past and becomes the 6th-nearest bandit, then pressing tab will select the 7th-nearest bandit at that exact moment in time.

NightmareSr
Also, while I am thinking of it, why do the mobs running in to attack a harvesting kit get to ignore me and be immune to my sword until they run to their "starting" point? Wouldn't it make more sense for them to spawn around and have a leash point on the 15m spot but have aggro to the closest player character?

They do actually check for enemies within range when they first spawn, but they tend to be far enough away that they don't actually latch on to anyone. At that point, the code we were able to leverage essentially leashes them back to a newly assigned starting point, so it makes them invulnerable just as standard leashing does.

Eventually we'd like to be able to have a smarter "go to this point while also looking for enemies" state to put the mobs in during that time, but that will take a reasonable amount of work to code up. On the quicker side, we're also looking at matching the assigned spot for each mob to the spot they spawned at, so that a mob that spawns far to the east of the harvesting site would then run toward a spot on the eastern edge of the site. That way they wouldn't immediately try to run through the site any more. They'd also tend to stay invulnerable for a shorter period of time before starting to look for enemies again.
Bob
NightmareSr
Rhethwyn
…..
Notwhitstanding, it's not possible to target something you can't see (in reality), I don't know why we would insist it is a criteria for gameplay beyond vets being accustomed to the idiosyncrasy.
Well even though PFO is not reality, In Reality, for example: a guy is hiding behind a barrier, I am sure he is there cause he just shot and ducked behind. I grab a grenade and lob it over the barrier, that seems like "targeting" someone I can't see. Also same situation I take aim and wait for him to stand up again then shoot him, that also seems like "targeting" someone I can't see. smile

We tend to think in terms of "situational awareness" for targeting purposes. If you can see them on screen, then you can target them, which lets you use the UI and tooltips to see if they're in range or LoS, and how much damage your attacks might do to them. Then you can move around until the UI lights up to let you know when you actually can attack them.
Bob
Maxen
Somewhat related (because I don’t think it needs its own thread), but can we add a “target identification” to the top center of the screen. Target names are hard to read. It would be nice to clearly and readily see the names as you tab cycle through the targets. (Perhaps even hovering over the name would give you some lore and combat stats (i.e. immune to electricity) about the target based on your knowledge skill for that class of creature.)

The simple version of that, with the target name displayed in the tob bar, has been on our feature request list for a while. I added your comments about lore and combat stats as something to consider when we have a chance to look into it.
Bob
If you don't currently have anything targeted, tab selects the tab-targetable object/mob nearest you that's within view. If you do have something targeted, tab selects the next-nearest tab-targetable object/mob (if you have the third-nearest selected, tab selects the fourth-nearest, or cycles back to the first-nearest if there are only 3 selectable). That way it will usually cycle through all the nearby things in order from nearest to farthest. Of course, if you or they are moving around, then the ordering keeps changing dynamically, which can get a bit confusing.

We could prioritize targets based on more than just distance, like LoS or whether that enemy is targeting you, but that could make it a lot harder to predict what order you'd cycle through things. Maybe the prioritization only works in terms of selecting an initial target, then cycling through the targets is just in distance order. Or maybe the benefits of prioritization are more important than any odd cycling results.

If your character is in combat mode, non-enemies should be excluded from the tab-targetable list, and I think nodes are always off the list anyway. However, keep in mind that combat mode here literally means when your weapon is out. If you're just running toward the mobs but haven't made an attack yet, or if you haven't attacked or taken damage in the last 12 seconds, then your weapon gets put away and you're not technically in combat mode at that time.

I think a lot of the confusion around tab-targeting stems from its interactions with the auto-targeting system. As soon as I notice that my current target died, I often try to hit tab right away to select my nearest target. However, there's a good chance that one of the enemies hits me before I actually manage to hit tab. The enemy that hit me is immediately targeted, and then hitting tab results in me switching to the next-nearest target, which is often not a very intuitive target. Sometimes this happens without me even noticing that something else was selected first. We've talked about switching the system over to say that auto-targeted enemies are only soft-selected, so hitting tab when you have an enemy soft-selected acts like you didn't have anything selected and starts the cycle back at the nearest selectable target. Optionally, the target could just be soft-selected for the first X seconds, or until you attack it, in which case the selection gets locked in and treated normally. That might make things more intuitive in combat.

The system could definitely use some polishing, but probably the biggest issue for us to look into is that tab-targeting doesn't include enemy guards when fighting over holdings or outposts.
Bob
NightmareSr
Bob, if we notice a bug on Zog with the combat alchemist is it best to mention here or send you an email?

Either works, and you can file support tickets in the client as well. Each has their advantages and disadvantages. The forums are best for issues that could benefit from others chiming in, or where it would be helpful to make others aware of them, but obviously lousy if there are details you don't want revealed publicly. Email's best if you want to make sure I get your comment as quickly as possible. The support tickets are best for really quick comments or cases where technical data (character, account, time, location, …smile might be useful, but the UI makes it difficult to type in anything complicated. In many cases, I'd recommend filing a quick support ticket (so all the technical details get automatically filed in the background) and then following up by email or on the forums to provide more written details. Mix and match as you see fit.