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Dexinis

Nihimon's page

Goblin Squad Member. Pathfinder Card Game Subscriber. 12,023 posts (12,029 including aliases). No reviews. 16 lists. 2 wishlists. 7 aliases.


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Goblin Squad Member

Schedim wrote:
Nihimon wrote:

Entering Stealth immediately after Evading, it appears he was able to force the mobs to drop him as a target. We know that, even if you can see someone while they're in Stealth, you can't target them unless they're within your Perception range. It makes sense that if you're outside of that range and enter Stealth, they'll lose you as a target and be unable to retarget you. It's not clear exactly what the mobs did after that - it was fairly hectic - but I think they immediately looked for other targets.

I have unsuccessfully tried this a couple of times, but I guess it is a bit of luck and a healthy amount of Stealth.

I think Banesama hit the Evade before the mobs were actually on him, if that helps. It was a pretty spectacular pull, if I remember correctly :)

Goblin Squad Member

Bluddwolf wrote:
The problem is, you can't stealth in melee combat.

Banesama mentioned something last night that might be good to know.

Entering Stealth immediately after Evading, it appears he was able to force the mobs to drop him as a target. We know that, even if you can see someone while they're in Stealth, you can't target them unless they're within your Perception range. It makes sense that if you're outside of that range and enter Stealth, they'll lose you as a target and be unable to retarget you. It's not clear exactly what the mobs did after that - it was fairly hectic - but I think they immediately looked for other targets.

Goblin Squad Member

IMPORTANT NOTICE: I have removed the spreadsheets "Nihimon's Formatted Data" and "Nihimon's Formatting Formulas". This information is now directly available in "Copy of PFO Wiki - Official Data".

I am working on the necessary changes to my code to read the new formats so I can produce an updated "Nihimon's Normalized Data".

Goblin Squad Member

See my [Edit] above :)

Goblin Squad Member

@Saiph, I'm slightly concerned about the compatibility between the motherboard and the RAM. If they haven't already shipped it, you might want to put the order on hold until you can get someone with more technical expertise than I have to verify that they'll work well together. It's entirely possible my concern is completely unfounded.

Otherwise, that sounds like a fantastic system.

[Edit] Looking a little more closely, I'm less worried. It looks like the "frequently bought together" items have very similar RAM. I do recommend getting someone experienced to assemble it for you, if that's in your budget.

Goblin Squad Member

Bluddwolf wrote:
PVP: I will not discuss PVP tactics or builds

That's a shame (for us, not on you); I'd actually be quite interested in reading that.

I think I understand why; I felt a slight urge not to share my own thoughts about PvP builds and tactics, but realized it was more important to me to share information than it was to try to maintain a tactical advantage.

Goblin Squad Member

The great thing about standards is that there are so many to choose from :)

Goblin Squad Member

Found it.

Nihimon wrote:

@Lee Hammock, did you intend to give this impression?

Tyncale wrote:

Yes, so no direct mechanical influence of a character that is becoming low-rep to the Settlement he belongs to: he just will not be able to enter his own city anymore as long as the Leaders of that city keep the reputation treshold(and thus the quality of the buildings) on the same level.

Good thing to know that members going Low rep will not be able to disadvantage their fellow Settlement members in a direct way.

That is currently the plan. We don't want to let one shmuck with a bad attitude go on a PvP murder spree and ruin your town for you. As with everything we may change our minds once we see how things are playing out.

Goblin Squad Member

Caldeathe Baequiannia wrote:
I (again) presume that settlement reputation will be a function of all the members' reputation.

We were explicitly told this was not to be the case.

Goblin Squad Member

Caldeathe Baequiannia wrote:
The war of towers is a six month anomaly, and we shouldn't be so focused on it.

Agreed. However, it's worth noting that during the War of Towers, your Settlement will support everything up to a Level determined by the number of Towers you control.

Goblin Squad Member

Caldeathe Baequiannia wrote:
By having our behaviour impact the other members of our settlement...

This is the part that worries me (I just posted about it in another thread). Last time it was discussed, your behavior doesn't really have an impact on your Settlement or its other Members.

If your Settlement has a High Reputation requirement and highly upgraded structures, you can be Low Reputation and still get all that benefit, you just can't enter the Settlement.

Goblin Squad Member

sspitfire1 wrote:

Nihimon wrote:

Quote. Tags. Ornery. Goat.

Sspitfire wrote:
I give you links. They are better than quotes. You can't eat quotes.

I give you links and quote tags! And I can eat goats :)

Goblin Squad Member

1 person marked this as a favorite.

I like that plan.

Goblin Squad Member

Valkenr wrote:
Basically, a place you need to visit every so often to enable your feats.

I very much hope there's something that requires Characters to actually visit the Settlement providing Support. Last time it was discussed, it became clear that a Settlement wouldn't suffer from having Low Reputation members, those members just wouldn't be able to enter the Settlement if the Reputation Requirement was higher than their Reputation. The idea that a very Low Reputation Character could be fully supported indefinitely by a High Reputation Settlement seems wrong to me.

Goblin Squad Member

1 person marked this as a favorite.

Quote. Tags. Ornery. Goat.

Goblin Squad Member

Shaibes wrote:
What does support represent?
Think of them as refresher annexes, without the staff to actually train you but with reference materials to keep your skills sharp...

Goblin Squad Member

KOTC Huran wrote:
I was under the impression just the settlement itself was effected and members could go and train at other locations if need be.

That's correct. You can Train anywhere, but you still have to have Support at your home Settlement.

Goblin Squad Member

1 person marked this as a favorite.

It was a lot of fun, and a good learning experience. I spend too much time soloing, and it's important to get that experience of playing with groups so I don't get bad habits too firmly ingrained :)

Goblin Squad Member

I was able to accept a couple of folks Saturday without problem.

/vcaccept is something the person joining types only after the inviter has issued a /vcinvite. There's a possibility that issuing a /vcinvite after they've applied will accept them, since I think it's just a matter of there being acknowledgement from both sides.

I did notice there was often a delay after the application before they showed up as an applicant, but that was not more than a minute or so. I assume you've clicked the Refresh button, and done a new Search.

Goblin Squad Member

1 person marked this as a favorite.

Thanks again to Stephen for updating the source spreadsheets, and for formatting everything there directly.

NOTICE: I will be removing the spreadsheets "Nihimon's Formatting Formulas" and "Nihimon's Formatted Data", since that data is now immediately available in the "Copy of PFO Wiki - Official Data" spreadsheet. I will try to get "Nihimon's Normalized Data" updated soon, but I want to update the code to use the new formats directly first so it might be a few days.

Goblin Squad Member

Ryan Dancey wrote:
If you are fighting monsters, most of the loot you should get is close to weightless. Starter gear is the notable exception. And it is an exception.

1. This is a benefit to starter gear only dropping off very low level mobs.

2. Salvage Items are quite heavy, relative to the materials they can substitute for. That said, Salvage Items are definitely "low value" compared to Recipes and Expendables.

Goblin Squad Member

KOTC WxCougar wrote:
Friends are welcome to join if you are in the area. :) We plan to tackle escalations around KP.

I'd like to participate. It's been a little lonely lately...

Goblin Squad Member

Diego Rossi wrote:
Nihimon wrote:
For the record, I'm a lot less worried about the effects of Encumbrance once Trade is vibrant, which I think will happen as soon as Wagons are in-game. Having to frequently return to a Settlement that's three or four hexes away from where you're harvesting is not a big deal, as long as you can load up all your resources and make the big trip back where you need to be.
When wagon enter the game.You have a possible date?

Again, for the record, I am worried about the impact Encumbrance is having right now. Not even being able to move to the Crafting Facility with the Salvage items I needed to make Hide and Steel Banded (and nothing else at all) was a major eye-opener.

As I said above, I haven't done a lot of Gathering so far. I'm not trying to argue against you, or downplay the seriousness right now. I remain confident that it won't be a real problem once all the related systems that have already been designed are in place. But, like Ranged combat, the system is kind of broken right now.

Goblin Squad Member

You're lucky if you can get the programmers to test the green path for the very specific thing they just changed...

Goblin Squad Member

Goblinworks needs to discover and implement their own processes for making all this stuff happen. It's to be expected that they'll need time - especially with such a small staff - to get those processes refined enough that they don't cause their own problems.

Goblin Squad Member

RHMG Animator wrote:
Try saying that when Copper and Ordered essense is more than 12 hexes away from your settlement.

That's exactly what I'm talking about.

There are very few hexes on the map that are more than four hexes away from a Settlement. Frequently returning those to fill offload the Resources you've gathered doesn't seem too problematic.

As soon as Wagons are implemented, transporting those stockpiled Resources from the nearby Settlement back to your Home Settlement will be much less problematic.

Goblin Squad Member

KOTC Huran wrote:
... the event we have planned tonight starting at 5pm pacific at Keepers Pass.

Is it a closed event, or are friends welcome? If it's the latter, what kind of event is it? I have lots of stuff I'd be happy to share with y'all - including tons and tons of Recipes.

Goblin Squad Member

For the record, I'm a lot less worried about the effects of Encumbrance once Trade is vibrant, which I think will happen as soon as Wagons are in-game. Having to frequently return to a Settlement that's three or four hexes away from where you're harvesting is not a big deal, as long as you can load up all your resources and make the big trip back where you need to be.

Goblin Squad Member

1 person marked this as a favorite.
Diego Rossi wrote:
Probably my focusing on the heavy armor is damaging my position...

I think that's the case. I had written up several comments, then realized it was all still about Heavy Armor, so I removed them.

I also think that, if we want to make an impact on the devs' thinking, we should focus on activities that are happening right now, rather than what we think might happen in the future.

I agree that it's extremely painful right now to have to spend 30 minutes running across the map to get a relatively small amount of heavy resources and then spend another 30 minutes running them back home.

Goblin Squad Member

1 person marked this as a favorite.
Tyncale wrote:
Maybe this is how GW always envisioned Crowdforging.

The core of the Crowdforging idea is that we are going to work in conjunction with the community to define how significant parts of the game system works. If people begin to believe that they can alter the trajectory of that debate by convincing a sizable component of the community that their opinion on how something will be developed is a fact when it is not, we will lose our ability to have effective and wide-ranging discussions about those features.

Every day this project gets exposed to more people. Every day some of those people come here and encounter the discussion in media res. We want those people to hear the message loud and clear that this is a project where many many aspects of the design are undetermined at this time and will be worked on via a process where the community will have a deep and meaningful ability to shape those features including the ability to introduce new ideas and new variations on existing ideas.

I highlighted the really juicy bit.

I would also add that Crowdforging will likely be Crowdforged.

Goblin Squad Member

RHMG Animator wrote:
You need +1 strips for a +1 weapon

That's a good rule of thumb, but not technically accurate.

The + value of the final product is based on Character Skill, Crafting Facility Quality, and the average of the averages of the Refined Components. That "average of the average" is a bit to wrap your head around, but really provides a lot of depth, and is the place where true market-oriented Characters will make their killing.

For example, a Steel Longsword requires 3 Steel Ingots and 1 Basic Strip. If you used 3 Steel Ingots +2 and 1 Basic Strip +0, the average of the average would still come out as +1. Likewise, if you used 3 Steel Ingots +1 and 1 Basic Strip +5, you'd get a +3 Steel Longsword. That's without taking into account Character Skill or Crafting Facility Quality.

Goblin Squad Member

DeciusBrutus wrote:
I think the best search feature will be when a player can find all items with "weak acidic" in the description.

You'd want that to be a normalized bit of data, and search by index rather than doing a text search of the description.

Goblin Squad Member

Hardin Steele wrote:
Nihimon wrote:
They may want to force you to search for specific items to better utilize database indexes.
It really is a terrible interface. There are many examples of good Ah interfaces out there in the gaming world. This AH is not a functional system in its current state.

I wasn't really commenting on the User Experience of the AH. I haven't used it enough to form an opinion.

However, I know a thing or two about databases and doing a blanket search on all items that contain a particular bit of text anywhere in them is extremely costly. It's possible (purely a guess on my part) that requiring a specific item type is intentional, to keep the database server from being hit too hard.

Goblin Squad Member

I haven't done much gathering so far. I picked a bad weekend to try to level up a Freeholder :)

I have done some Crafting though, and being required to form a bucket brigade* to get the mats to the Crafting Facility leads me to believe there will be significant tweaking to the various weights in the future.

* I literally had to leapfrog two characters, trading the mats to each other and then moving the one who could move a little bit closer to the Crafting Facility each time. For the record, I was trying to queue up a set of the Level 0 Heavy Armor using Salvaged goods.

Goblin Squad Member

"Not in Heavy Armor" is not the same as "naked".

Goblin Squad Member

I have Recipe: Steel Wire +1 (10). You're more than welcome to one of them. They're in Keeper's Pass.

Goblin Squad Member

Cal, Takasi gave me an extra T2 Wand to hold on an alt in Rathglen. If you see me on, I can log him in easily to show you.

Goblin Squad Member

They may want to force you to search for specific items to better utilize database indexes.

Goblin Squad Member

A very significant portion (perhaps even "most") of a Freeholder's carrying capacity comes from the +3 Encumbrance Per Keyword on their Armor. They won't be running around naked. I expect most will also equip Attack Feats they're comfortable with.

Goblin Squad Member

Bluddwolf wrote:
I have the Skull & Shackles Adventure Card Set, so I intend to see for myself.

My wife and I have been playing that and enjoying it. Let me know how you do on the Free Captains' Regatta. That's the only scenario so far that my wife and I didn't win the first time. We were probably half-a-dozen Blessings short, and that was with me playing Alahazra and revealing practically every card before we encountered it.

Goblin Squad Member

I get the sense that I just can't get Iron Ore out of Mining Nodes; any time it would have been Iron Ore, it seems to fail. When I succeed on a Mining Node, I'm consistently getting stuff other than Iron Ore.

Goblin Squad Member

Most resources will come from Gushers, not from Nodes. Guards killing waves(?) of mobs attracted to the Harvesting Camp will be much less bored than Guards standing around doing nothing while you hit Nodes.

Goblin Squad Member

Stephen Cheney wrote:
I'd appreciate it if a few other people pay attention to their recipe drops while going on their next killing spree and provide their data on what they were killing and how many recipes they got.

Okay, spent a little time killing in a Ripping Chains Escalation that was 99.9% when I started.

Mobs Killed: ~320
Arcana: 82
Dungeons: 22
Geography: 92
History: 92
Local: 92
Nature: 22
Planes: 92
Survival: 12

Recipes: 15
Expendables: 2 (Acid Arrow, Distracting Powder)

Goblin Squad Member

@Thod,

Mountains around Keeper's Pass - Mining Nodes rarely have anything in them. My sense is that the only time the node worked was when it contained something other than Iron Ore.

Swamps around Hammerfall - most nodes were empty. The only time a Scavenging Node had anything in it, it was Beast Pelts.

Goblin Squad Member

1 person marked this as a favorite.

Very much appreciate the tight-turning.

Goblin Squad Member

sspitfire1 wrote:
Perfect, thank you. And thank you whoever created this!

You're welcome, and that would be Harad Navar. He's a tremendous asset to our community.

Goblin Squad Member

Have you checked out Harad Navar's Unofficial PFO Atlas?

I would think you could print from there fairly well, although the Thornkeep map seems to be missing.

Goblin Squad Member

Alt-Click should move the entire stack
Shift-Click should bring up a stack-split interface
Ctrl-Click could split the stack in half

Even though it seems much easier lately to double-click, it still fails far too often.

Goblin Squad Member

Jericho Graves wrote:
I might try PFO in the future, but I don't see myself spending all that much money to do so. I wish they had a demo or a way to kind of pay for a limited trial without being on a subscription or putting alot upfront for things I might not use later.

Check back in a year :)

Goblin Squad Member

2 people marked this as a favorite.

Oh, and thank you for fixing double-click when moving items to/from the Vault!

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