Sunlord Thalachos

TEO ArchAnjel's page

157 posts. Alias of ArchAnjel.


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Goblin Squad Member

Just as a suggestion, Avari, next time consider addressing people within the game in character rather than asking if they want to go "rp" with you, as the very nature of the question itself is inherently out of character.

For example, "I'm headed over to the Thirsty Ogre for a drink. Who wants to join me?" might yield better results among roleplayers than "Does anyone want to rp with me?"

Goblin Squad Member

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"Touching base" posts like this are greatly appreciated. Thank you.

Goblin Squad Member

I was going to suggest you go to your local video arcade, which may be located in 1985, and get a handful of tokens. Insert the tokens one at a time into your USB slot until you no longer get the "missing or invalid token" error.

But customer.support@goblinworks.com might be the better option.

Goblin Squad Member

Confirmed.

Goblin Squad Member

Internal server error now.

Goblin Squad Member

The problem you are trying to solve is one of perception, not mechanics. This will become a non-issue when they implement listing the items that you are auto-looting, thus ameliorating the sense that you're not getting anything. You will be able to then see the various consumables, weapons, armor, recipes, and components that are already filling your inventory in abundance but that don't give you that sense of satisfaction you desire because you can't see them with each kill.

Goblin Squad Member

Is there any update on the progress for this issue? It's been a couple days and I'm still seeing page load times of up to a minute. While 60 seconds out of my life is certainly nothing to cry over, it does make checking the alpha forums for recent info feel particularly cumbersome.

Goblin Squad Member

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Eventually, I would like to see the tool integrated into the game client so everyone has access to it. You might even make a dollar or two from selling it to Goblinworks.

Goblin Squad Member

I'm still seeing significant slowness in loading Goblinworks site pages. They're not taking 5+ minutes like yesterday but they're still abnormally slow.

What is the status of this problem?

Goblin Squad Member

Can we get the option to remove Expendables from the Suggestions window?

Goblin Squad Member

A 64-bit installer (file extension .msi) will not offer a "Run as Administrator" option because it is not needed.

Goblin Squad Member

Ha ha! You're incredible Nightdrifter. Thanks for this update.

Goblin Squad Member

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I think anyone who is not an employee of Goblinworks should not be telling others where they should or should not post their feedback. The lack of an NDA is a conscious decision by Goblinworks meant to encourage people to spread the word about PFO through whatever channels they like.

Goblin Squad Member

Given the rate at which you produce new builds, I will expect it in approximately 20 minutes.

=o)

Goblin Squad Member

The Suggestions window has been rendered useless by the recent change to the way ability scores are raised. Can this window be changed to reflect which feats will be the most efficient once they actually begin raising ability scores?

Goblin Squad Member

Thanks Ryan, for keeping us abreast.

Goblin Squad Member

It's taking me over 5 minutes to load a page on goblinworks.com.

It would be nice to see a comment here from someone at Goblinworks, like maybe the community manager, that they are aware of the issue and working to resolve it.

Goblin Squad Member

One thing I've noticed in the Suggestions window is that repetitions of a given feat at a higher level are not included as a suggestion when I think they should be. So if Hit Points 3, for example, is the least XP-per-increase item to raise Con, then Hit Points will be at the top of the list but if Hit Points 4 is a better buy than the tenth item in the list, Hit Points will NOT be repeated on the list in that tenth spot because Hit Points has already appeared on the list.

The only way this can be addressed in the current build is to close the Suggestions window and relaunch it every time I train a feat that could potentially be repeated at a higher level, which is virtually everything.

Goblin Squad Member

I have modified all the feats files to remove anything that is not currently trainable or is not expected to be implemented in this next patch (Alpha 8). For the modified versions, CLICK HERE.

The modifications include the following:


  • Attacks.csv: Removed Basic Attacks and all entries that started with "Club" or "Hammer".
  • Bonuses.csv: Removed Encumbrance Bonus
  • Feature.csv: Removed Crossbow Specialization, Double-Weapon Specialization, Firearms Specialization, and Flail Specialization.
  • Proficiencies.csv: Removed Crossbow Proficiency, Double-Weapon Proficiency, Firearms Proficiency, and Flail Proficiency.
  • Skills.csv: Removed Architect, Carpenter, Stonemason, SenseMotive, HandleAnimal, Athletics, DisableDevice, EscapeArtist, Fly, Perform, Persuasion, and Ride.
  • Skills.csv: Changed Dungeoneering, Nature, and Religion to Wisdom and History and Local to Personality.

Goblin Squad Member

I was thinking more of a scenario where I want to get Heavy Armor Proficiency 2 for the least amount of XP. It would be nice to select that feat and level, press a button, and have a build created that obtains the selected feat at the selected level for the least amount of XP.

That is essentially what I'm doing now by bringing up the Suggestions window and manually training every item on the list, in a row, one at a time.

Goblin Squad Member

Zindarak wrote:

Alpha server status courtesy of Freevale:

http://www.freevale.net/forum.php

This page states that the Alpha server is up when it is not. Just an FYI.

Goblin Squad Member

Regarding input file cleanup, I made the following changes to the input files that you may wish to consider for future versions:


  • Attacks.csv: Removed Basic Attacks and all entries that started with "Club" or "Hammer".
  • Feature.csv: Removed Double-Weapon Specialization, Firearms Specialization, and Flail Specialization.
  • Proficiencies.csv: Removed Double-Weapon Proficiency, Firearms Proficiency, and Flail Proficiency.
  • Skills.csv: Removed Architect, Carpenter, Stonemason, SenseMotive, HandleAnimal, Athletics, DisableDevice, EscapeArtist, Fly, Perform, Persuasion, and Ride.
  • Skills.csv: Changed Dungeoneering, Nature, and Religion to Wisdom and History and Local to Personality.

Goblin Squad Member

As ability scores are the only relevant gate to advancement, "efficient" can quite easily be defined as "least XP spent per point of ability score." Where multiple options of equal efficiency exist, alphabetical selection works as well as anything else.

Goblin Squad Member

You know what I would love to see as a feature? The ability to specify a target feat and have it train, in the most efficient way, everything required to obtain that feat.

Goblin Squad Member

Eigengrau wrote:
So if i have both an new alpha & early enrollment acct., i can use the alpha but will i keep my xp and stuff gained as alpha player when game launches or would that only apply to my EE acct? I would hare to get attached to a character and lose it all on launch.

Everything in Alpha gets wiped at the start of EE. Don't get attached.

Goblin Squad Member

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This entire thread is yet another of Andius' attempts to speak ill of TEO at every chance he can fabricate. That guy mainlines drama like a degenerate junkie. I guess this thread is his next fix.

Goblin Squad Member

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PFO has been very open with info from the game, unlike most developers. So yes, data that would in others game be concealed from players or covered under an NDA is in PFO openly shared with the players and there is no NDA.

Goblin Squad Member

Are there any plans to update the data files with the most recent updates?

Goblin Squad Member

I'll take a look this afternoon.

Goblin Squad Member

He just trains Knowledge skills.

Goblin Squad Member

Has anyone identified a trainer that teaches Survival? It is referenced as a skill that raises Wisdom but I can't find a trainer for it.

Goblin Squad Member

Thanks very much, Stephen.

Goblin Squad Member

I was reading through the stealth thread and considering the merits of buying some Perception when it occurred to me that I have no idea which trainer to seek out if I wanted to do so.

Extrapolating this beyond just this one question, it occurs to me that it would be a handy resource if we could get from the devs or put together ourselves a list of what can be trained from each respective trainer. If the dev team has not provided such a list by the time servers come up in about 5 hours from now, can we get a few volunteers to pick a trainer and report on what all is available?

I'll start by offering to report the Dreadnought Trainer's selection.

Goblin Squad Member

Thanks. Had to twiddle with my filters to find it. If not for this post I never would have known to look for it.

Goblin Squad Member

Where is this information coming from?

Goblin Squad Member

There is no such thing in PFO as an "attack of opportunity."

Most longbow attacks impose a state on the attacker called "Opportunity."

Some longsword and greatsword attacks have various effects that trigger off the Opportunity state. In other words, if those attacks are used against someone who currently has the Opportunity state active, then the attacks do something extra.

Looking through the database of attacks which has been made available in various locations will give you a sense of the various effects that can be imposed upon someone if they are hit by such an attack while they have the Opportunity state active.

Goblin Squad Member

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Lam wrote:
On the forum, the devs (Tork or ???) have stated that charge is not yet implemented.

Charge is most certainly implemented. I was toying around with it last night. Upon activation, you rush forward 20 meters toward your target unless you get stuck on intervening obstacles such as furniture, stumps, tents, etc.

And to those saying that it's too early to call for tweaks, I ask "Are you not aware that we're in Alpha to provide feedback about the game?" This is our opportunity to do exactly that, provide as much feedback as possible about what we like, what we don't like, what works, what doesn't work, what feels too hot, too cold, or just right.

If your intention is to sit quietly and provide no feedback until you are told to do so, well I think you're just missing out on a fantastic opportunity. To quote from the Kickstarter Alpha pledge, "You will be welcomed as part of a very small group of alpha playtesters in a closed Alpha of Pathfinder Online. This will be a great chance for you to give us direct input on how Pathfinder Online ends up looking and playing in its final incarnation." You can choose to take a "don't ask for tweaks," "don't ask for crowdsource," and "do not design" approach if you like, but I paid my money to have a voice and by God I'm going to use it whether that gets your panties in a twist or not.

Goblin Squad Member

Right. That was this week's announcement. Decius sounded like he was speaking with some authority about next week's announcement so I was inquiring where that came from.

If there was an email that "just went out," I havent seen it.

Goblin Squad Member

Is that posted somewhere or are you just assuming from Ryan's post above?

Goblin Squad Member

It's worth paying someone ELSE to spend their two minutes of time, sure. That's what gold is for.

Balance cannot come from limiting the number of arrows one may carry; that just yields an overpowered attack every 10 minutes instead of every 5 or whatever, condemning archers to 9 minutes of boredom as the price for their 1 minute of fun.

Better to balance the attack in the first place so everyone has fun all the time.

Goblin Squad Member

Oh wow! Okay. I was not expecting that long of a downtime given the recent 6-3.

Thanks for letting us know, though.

Goblin Squad Member

When is the server expected to be up tonight? I've been trying since around 3 PM but getting no response.

Goblin Squad Member

Stephen Cheney wrote:

Range does significantly impact damage. It's just that it's largely countered by ammo consumption (which isn't working yet) increasing damage. I didn't want to fiddle with all the ranged attacks to temporarily take out the ammo factor and then forget to add it once it's working :) . Once ammo starts working, I expect that people will by asking for ranged attacks to be buffed.

Also, how does bow feel against other players? The creatures are extremely stupid right now, so there are probably quite a number of ways to do very well against them that won't work as well once their AI is improved. Unfortunately, I don't think we can use their behavior as much of a meaningful gauge right now.

I don't believe ammo consumption will prove to be an effective counter balance as players will always be willing to spend gold for a marked advantage on the field. If I'm going out to PvP, I'll spend however much gold I need to load my inventory full of arrows knowing that arrows allow me to kill faster, more often, and more safely than any melee weapon in which I could invest said gold.

I have only killed one person so far in game and, yes, it was with a bow. It took three shots, was done from max range, and in chatting with the victim afterwards I was able to confirm that she had no idea what was causing the chunks of health to disappear but eventually concluded it must have been another player.

Goblin Squad Member

I don't know that you're undervaluing damage factor as much as you're undervaluing range. With a longbow, I can solo camps of five to seven bandits as half the camp needs to cross 35m or more before they can start doing any damage to me. That is simply not possible with either a greatsword or longsword/shield. Melee weapons necessitate taking damage from ranged opposition before the melee attacks can begin dealing damage. That delay results in dead melee whereas a ranged attacker is able to leverage their range to put out way more damage than is reflected by the damage factor.

Consider factoring range into the "budget" such that any range greater than "Melee" reduces the damage factor accordingly.

Goblin Squad Member

A +5 weapon is going to take a ton more threads than a +1 and would likely require a choice of +5 weapon OR armor as opposed to threading both.

Goblin Squad Member

DeciusBrutus wrote:
Counterpoint: Passing Step Thrust, wind-up, Cleave, Wrath Guard, Wrathful Strike, Hoist.

This is just exactly my point. These are all Greatsword abilities and are the only attacks stronger than the bow. It has been stated that, per design, the melee fighter should be able to do enough damage that he cannot simply be ignored. At present, unless the melee fighter gives up his shield to wield a greatsword, the paltry damage he can put out pales in comparison to the bow and is completely ignorable. And he has to close to melee range to do any damage at all whereas the bow is putting out superior damage from the safety of max range.

Goblin Squad Member

Tyveil wrote:
Is crafting materials going to be split up in some sort of tier system where rarer crafting mats increase in certain, more dangerous hexes? From the video I watched it was mentioned that some hexes will give you a higher amount of material faster, but nothing mentioned about rarity of the goods changing by hex.

Tier 3 materials are rarer than Tiers 1 and 2. Monster hexes will drop more Tier 3 materials with the rarest materials such as skymetal coming from the crater hexes.

Goblin Squad Member

For some reason, the bow attacks have damage modifiers significantly in excess of nearly any other attacks I've yet seen, the sole exception being one of the two-handed attacks. While most attacks have damage ratings between 0.5 and 1.5, bow attacks have ratings between 2.5 and 3.5 for the most part.

I guess the issue boils down to DPS of different weapon types. I think the DPS of bows should be significantly lower than melee to balance out the significant benefit of attacking from range.

Goblin Squad Member

Dario wrote:
Uthreth Baelcoressitas wrote:
Proximity based voice chat like in Rust would be *amazing* if done correctly.
It sounds that way, until you walk into the settlement and it's like fifty people trying to talk on Teamspeak at once.

There is no reason you couldn't scale the range at which you hear others based on the number of others talking nearby.

Having said that, I think opt-in would be the way to go.

Goblin Squad Member

DeciusBrutus wrote:
I assume that there is a feat set that reduces damage done by DoTs, since adding HP doesn't reduce how quickly those DoTs reduce your red bar.

Recovery does that, causing the DoT to lose more stacks faster thus reducing the damage done by DoTs.