Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Dexinis

Nihimon's page

Goblin Squad Member. Pathfinder Card Game Subscriber. 11,415 posts (11,421 including aliases). No reviews. 16 lists. 2 wishlists. 7 aliases.


RSS

1 to 50 of 11,415 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Goblin Squad Member

Pyronous Rath wrote:
I don't understand why you would want to set both to the same target that defeats the purpose no?

I think I do understand why you want the system to stop you from setting them both to the same target, since it sounds like your primary concern is that it's currently too easy to accidentally use a harmful effect on yourself or a friendly.

I think it would make a lot of sense to have toggle options in the Settings Menu that controlled whether the system would allow you to target a Friendly as your Hostile Target (or a Hostile as your Friendly Target).

I can think of a couple of reasons why I would want to cast a harmful attack on a Friendly:
1. I want to test how much damage I'm doing against certain defensive builds;
2. I want to initiate PvP against a target the system currently thinks is Friendly, even though I know they are in fact an enemy.

Goblin Squad Member

DeciusBrutus wrote:
What would the result be if the aggro radius was unchanged, but mobs did not return to spawn point on running out of threat?

As I've said a number of times, I support Goblinworks' decision to test out this approach, and will almost certainly not complain if it goes live in Early Enrollment until more systems can be implemented.

I don't know what the "right" or "best" solution is, and I doubt I have enough knowledge or experience to make an informed guess as to the results of any particular changes.

I do try to listen to what people are saying. I understand what Ryan and Stephen mean when they say "there's no leashing". But I also very clearly understand what players are describing when they talk about the mobs leashing; it's the simple observation that the mobs turn around and go back to their spawn point.

Goblin Squad Member

I've added a new spreadsheet of normalized data (Nihimon's Normalized Data). If you're building any sort of application, you might find these breakdowns useful.

If you're not familiar with what "normalized" data is, take a look at the FeatEffects tab and notice how the text description is broken out into discrete elements. This allows applications to identify those elements, understand the type of object they represent, and do special things based on that information. For instance, I intend to have the wiki display each condition (OnCondition, WithCondition, IfCondition) as a link to the page that describes that condition.

Normalization also allows for easier cross-referencing. For example, the FeatLevelKeywords can be used to link Feats to the gear that matches one or more of that Feat's Keywords.

If you have any questions about the data, please feel free to ask here, or PM me.

Goblin Squad Member

DeciusBrutus wrote:
Using a term that is descriptively used to mean something different from what is actually happening is ineffective at communicating.

I'm sorry, but "leash" is a perfectly descriptive term for the observed behavior of the mobs. It doesn't matter if it's based on distance or time or threat or a random number generator; the mob is turning around and running back to its spawn point.

Maybe we can quit focusing so much on the terminology, and - as Ryan suggested - have a conversation about the mechanics.

Goblin Squad Member

Okay, I understand the mobs aren't returning to their spawn points because of a "leash". However, what I'm experiencing in-game does not jibe with the mechanic that's been described.

When I clear Ogre Camps with two Ogre Hurlers, I target one from max range, hit it with Killing Joke, then back up while hitting it pretty much as often as I can with Hellflume. And yet, the Hurler that I'm hitting will almost always turn around and run back to its spawn point before I can kill it.

Is the aggro decay so much that spamming Hellflume isn't enough to keep the Hurler's attention?

Goblin Squad Member

Ryan Dancey wrote:
The build appears to have succeeded.

That's always a good feeling. Much better than the feeling you get when your code is what broke the build...

Goblin Squad Member

Tyveil wrote:
Yes when someone sends you a message it should open in a new tab.

I support this being an option, but have no desire for it myself.

I would very much like to see the ability to have two chat windows which I can place side-by-side. One would have General and System messages (loot, etc.), and the other would have Party, Whispers, etc. Ideally, each player would be able to configure how many chat windows they had and what each displayed.

Goblin Squad Member

Pyronous Rath wrote:
Thats easy for characters who never need to target themselfs but its just as easy to fix the problem and add a /kill console command. Clerics and Wizards will thank you.

There are a number of other good reasons to be able to target yourself, not least of which is being able to apply targeted buffs or heals.

Even better than a /kill console command would be /unstuck, which has been mentioned a number of times but I'm not sure has ever made it in. Hopefully, /unstuck would get you out of a hole without causing 25% item loss or any durability damage. Also hopefully it would log the coordinates where it was used not only to allow someone could fix the hole, but also to ensure it's not being used without cause.

Goblin Squad Member

1 person marked this as a favorite.

Being able to kill yourself is sometimes the only way to get out of a hole you're stuck in.

There was a time during one of the earlier builds when I was losing Reputation for killing myself, but that was a bug I haven't seen again.

Goblin Squad Member

Dark Sasha wrote:
Yeah I took to calling that Mormont because... "Game of Thrones".
Caldeathe Baequiannia wrote:
in PFO, it is Marchmont. I have no idea about GoT

Mormont is the family name of a couple of fairly significant characters.

Goblin Squad Member

@Dark Sasha, I would add that folks who loot your corpse without "looting rights" will be flagged as Criminals.

Goblin Squad Member

Gaskon wrote:
But.. I recognize how allowing that sort of constant "refill all the health bars all the time" style of healing severely constrains the opportunities for tactical combats, and I don't want to see it duplicated in PFO.

Indeed.

The reason I never liked Diablo is because it felt to me like it was all about keeping your bubbles full with potions.

The reason I never liked Guild Wars is because it felt to me like it was all about keeping your bubbles filling with effects.

I'd be quite happy if it were simply impossible to heal any Character in a single Encounter for more Hit Points than they have. I'd be thrilled if that cap were actually more like 1/3 of their total Hit Points.

Goblin Squad Member

I just noticed that too, and posted a thank you on the Alpha forums. It feels good :)

Goblin Squad Member

Ryan Dancey wrote:
Normal use of the game and the forums should not cause a problem.

I can attest that even abnormally zealous use of the forums hasn't caused me any problems :)

Goblin Squad Member

1 person marked this as a favorite.
Being wrote:
This is a productive, good hearted group. I am truly honored to dwell in your company and only wish we were where I might buy a round of your favorite beverage.

If you can manage to be in Seattle over Memorial Day weekend next year for PaizoCon, I know a good brew pub :)

Goblin Squad Member

1 person marked this as a favorite.

I think it would be sufficient if there were some kind of "clank" sound-effect when you got interrupted. For a number of weeks, I thought there was a bug where some Bandit Archers would occasionally become invulnerable. Ryan finally explained that I was probably just getting interrupted.

Goblin Squad Member

albadeon wrote:
... the background of the hex-type icon itself also sometimes turns red.

I believe this is actually intended to convey information about the challenge level of the mobs in the area. When we faced high-level Escalations in a prior Alpha build, I noticed the background was purple. I originally thought it was a graphics glitch, but it was consistent across multiple restarts, so I came to the conclusion that it was intentional and meant to convey meaningful information.

Goblin Squad Member

1 person marked this as a favorite.

There may be an Ideascale idea posted for this as well, but I agree.

I'd like to see three keys for tab-targeting:
1. Target nearest Hostile;
2. Target next Hostile;
3. Target next Object (including Non-Hostiles and Resource Nodes).

I am very sympathetic to those who would like to also see:
4. Target nearest non-Hostile;
5. Target next non-Hostile.

Goblin Squad Member

Bringslite of Fidelis wrote:

As early as build 7 (1st week), while on a group venture vs. an escalation, there was a healer that was awesome and effective in my group. I can't recall the character name, but they did a pretty good job.

It is possible. :)

Moridian was absolutely phenomenal, even with folks outside of his group. It really made me wish I'd be more likely to play the same hours as him more often :)

Goblin Squad Member

1 person marked this as a favorite.
<Kabal> Keign wrote:
However, it is easy to feel ignored, particularly when nobody bothers to respond to your post(s).

Yeah, this is a problem. I try to make an effort when I sense that it's happening to someone, but I think it's the nature of things that folks generally don't respond to posts with which they largely, but not passionately, agree.

Goblin Squad Member

See Ideascale - Defensive Target.

Goblin Squad Member

2 people marked this as a favorite.
DeciusBrutus wrote:
On topic: A statistically significant number of people reported that they felt excluded from the community due to clique formation. (This is different from the concern that certain voices dominate). It would likely improve PFO if we as a community made a concerted effort to make new members of the community not feel like outsiders, and to lower the learning curve for new community members. Does anyone have ideas for how to implement that, or insight into exactly what factors caused someone to feel discluded from a closed group?

Perhaps we can avoid conflating folks who feel excluded or shouted down with folks who don't participate. There's a fairly significant difference between the two, and being dismissive of the former isn't going to help anything.

Community Greetings! -- Guild Recruitment & Helpful Links

Goblin Squad Member

If you have a way to read .NET DataSets from the .xml, or if you have an easy way to convert that into a useful source, I've uploaded the fruits of my labor to Pathfinder Online (Public) as WikiDataSet_WithSchema.xml. It's a normalized, foreign-key constrained DataSet that should be extremely useful. It was late last night when I finished up, but I'll upload WikiDataSet.xml without the Schema information, as well as some source code and a .NET C# project tonight.

Goblin Squad Member

1 person marked this as a favorite.

It's probably worth noting that neither the Basic Attacks nor the Basic Exploits apply any Effects.

Goblin Squad Member

DeciusBrutus wrote:
I think it's worth seven minutes time from everyone who's read this far to watch what Extra Credits has to say regarding the general subject.

I definitely enjoyed watching that, and feel like I learned something.

Do you think the Basic Attack Exploits count as FOO Strategies? If so, it seems like we are appropriate enticed to move beyond them fairly quickly.

Do you see other FOO Strategies that might not be as obvious?

Goblin Squad Member

sspitfire1 wrote:
Just maybe not all the time :)

+1 :)

Goblin Squad Member

1 person marked this as a favorite.
Leithlen wrote:
... I'm very puzzled as to why these basic graphics are so resource intensive.

Ultimately, I think the answer is simply that the Gobinworks team hasn't had enough time to polish and optimize them. Right now, Mike Hines has an air mattress in his office so he can spend every waking moment working on fleshing out the map before Early Enrollment. They just don't have the manpower to polish and optimize the animations in parallel with that effort.

I have no doubt that a great many players will look at the state of PFO when Early Enrollment begins and decide it's not for them. I know a number of my friends have already made that decision. As much as some folks might want it to be, though, Early Enrollment is not Release. It's an unfinished game, and that's inevitably going to show.

The folks who come in at Early Enrollment should be prepared for that.

Goblin Squad Member

1 person marked this as a favorite.
Leithlen wrote:
The combat system seems to be lacking ability timers such that all abilities go off instantly.

The Combat system in PFO allows for the possibility of virtually any Attack to get interrupted, instead of the rather simplistic systems you see in other games where only channeled spells can be interrupted.

Right now, when you begin an Attack, it takes a certain amount of time (listed as Attack Time) for the animation to play out. During that time, any counter-Attack that includes an Interrupt Effect can cause your Attack to fail. This is really, really cool.

Goblin Squad Member

1 person marked this as a favorite.
sspitfire1 wrote:
... the correct grammar is "yall" - without the apostrophe.

As Decius sometimes says to me when I make similarly incorrect claims:

The world disagrees with you.

Goblin Squad Member

Caldeathe Baequiannia wrote:
I don't think I should be able to take on that kind of opposition alone. It's convenient for me, but it points to a flaw.

I reflexively feel the same way, but I'm not sure there's going to be an easy middle ground where newbies can reasonably engage small camps of mobs, yet extremely experienced players can't solo large camps.

Goblin Squad Member

Xeen wrote:
I did not have as much xp as bludd did so I doubt I had as much xp as you did by far...

I'm pretty sure during Alpha 6, everyone's XP was being backdated to when the server started up. Everyone should have had the exact same total XP earned, even if their current XP was different based on what they'd spent.

Cheatle had some T3 gear, but all I had was Tier 2. I kinda wish you'd had it, too. Of all the folks I was killing when y'all were fighting us in Sotterhill, you were the most challenging. I'm curious to know what might have happened if we'd been on equal footing. Oh well, I'm sure we'll find out some day :)

And for the record, I killed Cheatle like 6 times in a row even with his T3 gear, giving him the first strike each time.

Goblin Squad Member

Being wrote:
Y'all should realize y'all are y'alling. Just sayin'

I'm quite aware :)

I'm also fixin' to do somethin'r'nother...

Goblin Squad Member

Xeen wrote:
Stephen Cheney wrote:

2) This is not a PvE-only fix. Ranged currently has a huge advantage in both PvP and PvE because several of the systems to govern it aren't in yet.

Ok, I can say this. The only time I have engaged in pvp that is relevant. I was locked down no problem while trying to be mobile. But that could just be the difference between a beginning character in T1 gear and a month old character in T3 gear.

I'm not sure if this is the "relevant" experience you were talking about, but when I was killing you in PvP, you had just as much XP as I did, and just as much opportunity to get the T2 gear I had from Bonny. I made a point of insisting that Bluddwolf get his T2 gear from Bonny before I engaged him.

Goblin Squad Member

1 person marked this as a favorite.

It is our responsibility to be welcoming to new folks. Especially if they're coming from other gaming forums where the culture is not as civil, it is our responsibility to gently encourage them to soften their language.

I didn't notice anything wrong with what Pyronous Rath posted, and encourage everyone to move on to discussing the content of his posts rather than the tenor of them.

Goblin Squad Member

1 person marked this as a favorite.

One more quick question, Stephen.

If y'all decide to add Stationary to all (or most or some, whatever) Ranged Attacks, will there also be a corresponding rebalancing of Damage Factors and/or Stamina/Power Costs?

Goblin Squad Member

Stephen, thanks very much for chiming in with some developer intent :)

I do hope we get a chance to experience the results of such a change in Alpha before we get into Early Enrollment.

Goblin Squad Member

T7V Jazzlvraz wrote:
Don't I recall that monsters dropping starter gear is a stop-gap measure for very-early Early Enrollment and is designed to have the spigot turned off after a short time?

My understanding is that low-level mobs near the starter towns will always drop starter gear, so that Characters always have a way to bootstrap themselves into the game.

Goblin Squad Member

Thanks for sharing your input. Please don't read my comments as negative, I'm merely trying to share my own relevant experience.

John Peterson 398 wrote:
Bow users will have to buy/make ammo all the time. This will be costly and time consuming. No other weapon has to deal with this.

Actually, all ranged Attacks will have to deal with this. Wizards and Clerics will have to use Charge Gems to power their Cantrips and Orisons, so they'll effectively be operating under the same constraints as Bow wielders.

John Peterson 398 wrote:
I think you should have to be facing your target/s in order for your abilities to work. Which means moving backwards. Which should be at a slower then walk pace.

Forcing the Character to face their target whenever they attack is already in the plans. Moving backwards is already slower than normal movement.

However, I consistently use "circle strafing" to kite. Essentially, I continually strafe to the left or the right while constantly adjusting my facing so that I'm circling around a point about halfway between me and my target(s), which puts them circling that same point. I'm already facing my target when I attack.

Goblin Squad Member

T7V Jazzlvraz wrote:
... in a group, don't all get Achievement-credit?

For things like Goblin Slayer, yes. For things like Arcane Expert, no.

Goblin Squad Member

Being wrote:
I'm not as self-disciplined as I could wish.

I have no idea what you're talking about... :|

Goblin Squad Member

2 people marked this as a favorite.

I would very much like to see groups expanded to at least twelve Characters.

Goblin Squad Member

Being wrote:
Any estimate of how many hours you have hunted or how many recruits/goblin scouts you dropped to get 6-8 sets of armor?

I'll look at my Goblin Slayer and Bandit Slayer Achievements when I get home tonight. I know I've achieved Arcane Expert 7, which means I've gotten at least 1,250 kills overall.

Goblin Squad Member

Sspitfire1 wrote:
With so many other unpolished, unimplemented or straight-up broken features in the game right now, "fixing" ranged may actually make the problems worse.

+1

Sspitfire1 wrote:
Slapping stationary on all ranged attacks is a bad idea.

Maybe. The fact that the developers are seriously considering it makes me look at it with a much more open mind than if it was just an idea from some players.

Goblin Squad Member

KoTC Edam Neadenil wrote:
Nihimon wrote:
...
Are you actually getting 10% or just quoting Ryans figures from the Alpha forum which to be honest seem wrong.

I've looted approximately 6-8 sets of Armor. I believe I currently have about 20 Implements in my inventory, and I've handed out some. I have a significant number of Weapons, but they're not as easy to count at a glance and I can't look right now.

Goblin Squad Member

Thrilled to see you back :)

Do you need an Alpha Access pass?

Goblin Squad Member

Being in a full party significantly increases the overall drops looted.

Goblin Squad Member

T7V Avari wrote:
My elf is hawt, ask anyone who's played with her.

I've played with her. She's confusingly hawt :)

Goblin Squad Member

Being wrote:
Armor isn't dropping as far as I can tell.

It's dropping, it's just a relatively low rate (10%) and only on Bandit Recruits, Goblin Scouts, and Omega Wolves.

I have looted probably 8 suits of armor so far.

Goblin Squad Member

2 people marked this as a favorite.
Virgil Firecask wrote:
One does not simply drink a yard in Tavernhold...

One does not simply walk out of Tavernhold...

Goblin Squad Member

<Kabal> Pexx wrote:
Click Me for a Suprise

I think we made...

1 to 50 of 11,415 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.