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What would be the way to make gathering group play?
Vanguard had a great system for this. Basically, everyone in a group could harvest the same node. With a full group, you could get something like three times the amount of resources you'd have gotten solo.
I know the Gushers are going to be a big deal, but I kinda wished they'd done this for the regular nodes, too.
As promised, here's a video of me tagging an Ogre at the top of a rise. The Ogre seems to reset pretty quickly, but maybe I'm missing something.
(maybe on a hex border but cant be sure)
Probably not, I'm thinking. I usually get a system message saying something to the effect of "Trades are not allowed near hex borders" when I try to trade near a hex border. If you were standing where you traded when you logged out, I expect there was some other cause.
Anyone living in the SE, for example, in one of the Everbloom Alliance towns, should not hesitate to check with other towns, to see if they're doing something or have a group run going on.
Indeed! T7V's TeamSpeak (server: atl01.mainvoice.net:7183) is open to anyone interested in hanging out, and there are usually several folks on. Drake and Carbon seem to have made it their second home, and we're glad of it. Although, you might have to listen to some technical discussions about WikiData or other projects we're working on :)
I'm pretty sure TEO's Mumble server is at least as active.
Stephen Cheney wrote:
I should be getting tech to create more nuance over what stacks soonish (it's currently low priority, but fairly easy to program), so I'm presently in the planning stages of trying to assign channels such that things that should reasonably stack will (and those that shouldn't, continue not to).
Does that mean the fix to let Elven Racial Benefit's Arcane Attack Bonus stack with purchased Arcane Attack Bonus is low priority? I thought this was all related.
Soldack Keldonson wrote:
In your pages of amazingly helpful info, or in another source, is there a way to sort or list spells that have stuns or knockdowns.
Yes. In Nihimon's Normalized Data at Pathfinder Online (Public), the FeatEffects tab breaks out each Effect into its own record. You can copy this tab and sort by Effect.
We're also hard at work on getting this normalized data into the wiki so that you can easily click an Effect to get to all the Feats that have it.
Soldack Keldonson wrote:
Do wizards have crowd control spells? Pve or Pvp?
Most Wizard Attacks are Cantrips that can be purchased with XP from trainers. Spells are generally much more powerful and are dropped by mobs.
And yes, control effects can be found on both Cantrips and Spells. Typically, these are Stuns and Knockdowns, and they have quite short durations.
Soldack Keldonson wrote:
Other than the "slowed" affect, do characters then all move at the same speed, even dwarfs?
When Alpha first began, there were significant movement speed differences based on what armor you were wearing. It was generally accepted that this made it too difficult for a party to stay together while moving overland, and those speed differences were removed.
I'm not sure how Dwarves will work with respect to movement speed. My hunch is that they'll either have a larger Encumbrance, or will suffer smaller penalties to movement speed when they are encumbered.
How would having 30 in the Mind Blank stack differ from having 1 in the Mind Black stack when it is protecting against Interrupt? Would it affect the percentage rate at which Interrupt occurs from an attack that can induce it?
I asked a similar question on the Alpha Forums at Question about Beneficial Attacks/Utilities matching Keywords, and just added a follow-up post linking back to your question.
I don't know how Effect Power applies to all-or-nothing Effects like Interrupt. Hopefully, Stephen will help us understand that.
Next noob question: Are the benefits from Freedom and Mindblank all or nothing, such that if you have 1 point at the start of the round you still get the full benefit?
From the SourceEffects tab of Nihimon's Lookup Data at Pathfinder Online (Public):
There's also Mind Blank Recovery Bonus and Freedom Recovery Bonus which have the effect of slowing the rate at which stacks of Mind Blank and Freedom are removed.
<Tavernhold> Locke wrote:
Yes, +/- 4 minutes would have been the cherry on top!
And how will you know if you never try? *grins*
I'd love to see another thread comparing and contrasting peoples' experiences at the two different Stamina maxes. The intent is to leave Stamina regen at where it is now, so raising the total mostly just affects how many secondaries you can use before being fixed to your regen rate.
I think the Stamina Pool we have now would be fine if the game didn't put my Weapon away while I'm waiting for my Stamina Pool to regenerate.
I actually think there are some interesting dynamics around the choice of whether to use a high cost Attack as soon as you have the Stamina for it vs. waiting until you're almost full so that you still have a bit of Stamina for something else.
First, I was specifically limiting my suggestions to the variables that Stephen explained he could easily change.
Second, I was hoping that Stephen or another dev would expound on the more nuanced aspects of their intentions with Threat Decay. I understand that some decay is necessary if they don't have a distance-based leash.
Having it be more dangerous to run through mob infested areas does not strike me as a downside. The world is supposed to be dangerous, and groups acting cohesively are, I believe, intended to be more successful than solo gatherers.
Stephen Cheney wrote:
Also, if you're sure something got initial threat and gave up sooner than 10 seconds, that's also a bug.
I've seen this happen frequently. Most often, it seems to happen when there are significant z-axis differences between the mob and the player, or when there are significant deformations in the terrain between them. I'll find a spot and demonstrate it on twitch tonight if possible.
Stephen Cheney wrote:
Creatures lose threat at a rate of 15 per round...
Can you help us understand the intent in having threat decay at all?
Stephen Cheney wrote:
So please give us your thoughts...
I would like to consider the impact of the following changes:
The increased Notice Distance will make it more cumbersome to pick and choose targets, and make it impossible to one-shot one mob in a camp without the rest of the camp noticing. The decreased Initial Threat will make it easier for other players to pull aggro off the initial puller, which should make it more attractive to be in a group. The decreased Threat Decay means that mobs will be much less likely to quit chasing you while you're damaging them; and in combination with the decreased Initial Threat means that mobs will chase you for a minimum of 3 Rounds, which isn't terribly long, but is long enough to make it more difficult to run away from them in a crowded area.
Conjurer is required for Acid Dart.Abjurer is required for Mage's Resistance.
Enchanter is required for Daze.
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:
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.
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.
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.
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?
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.
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.
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.
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.
... 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.
There may be an Ideascale idea posted for this as well, but I agree.
I'd like to see three keys for tab-targeting:
I am very sympathetic to those who would like to also see:
Bringslite of Fidelis wrote:
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 :)
<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.
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.
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.
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?