Alpha will be reset after close today (Friday June 27)


Pathfinder Online

CEO, Goblinworks

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There are a number of bugs that are affecting the inventory system which are being addressed for the next build of the system. As a result we'll be doing a wipe of the Alpha characters after the close of the server early Saturday morning (6am Pacific time).

You may have noticed that if you log out and log back in you will lose all your accumulated XP and may lose all your inventory items. You may also have noticed that the resource nodes for rock aren't producing copper or iron. You probably didn't notice that the monsters are not dropping the first level of crafting recipes for many craftable objects, but they are not. So right now you can't craft anything meaningful.

This will be a common occurrence during the Alpha period. When we make significant changes or bug fixes it can put the database into a compromised state and it's safer (and more useful from a testing perspective) to wipe the data and start over rather than attempt to upgrade older data to the new configuration.

Goblin Squad Member

I noticed there weren't many recipes dropping that I could actually learn. Keep up the good work!

Scarab Sages Goblinworks Executive Founder

NOOO.... I am so close to level 2!
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In all seriousness, sounds good. I'm all for proper function over character progress!

Goblin Squad Member

Ryan, will someone let us know here when the server is up for today's testing?

Goblin Squad Member

So, to be clear, does the next build have people keeping XP when they log off? Because that would be awesome :D

Goblin Squad Member

Schedule is 3 PM Pacific (6 PM Eastern, 11 PM London/Paris, 9 a.m. Sydney(I think?))

Goblin Squad Member

I noticed the blog has a different time frame than the email for today.

CEO, Goblinworks

Fixed the OP. Server should be accessible from 3pm to 6am (Pacific)

Scarab Sages Goblinworks Executive Founder

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Ryan Dancey wrote:
When we make significant changes or bug fixes it can put the database into a compromised state and it's safer (and more useful from a testing perspective) to wipe the data and start over rather than attempt to upgrade older data to the new configuration.

Tangential question. What are you all using for your DB? Something made in house or one of the available Unity Asset systems?

Goblin Squad Member

Thanks for keeping us informed, Ryan.

BTW, I love the fact that I don't have to click the corpse to loot it and really hope that's a conscious design choice and not just a temporary shortcut.

Goblin Squad Member

Nihimon wrote:

Thanks for keeping us informed, Ryan.

BTW, I love the fact that I don't have to click the corpse to loot it and really hope that's a conscious design choice and not just a temporary shortcut.

That would be a perfect feature if the loot is auto parceled out to participants, except for encumberance issues. Have you guys noticed if that is the case?

Scarab Sages Goblinworks Executive Founder

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Nihimon wrote:

Thanks for keeping us informed, Ryan.

BTW, I love the fact that I don't have to click the corpse to loot it and really hope that's a conscious design choice and not just a temporary shortcut.

I like this as well, the only modification I would like to see is either a window or list or something that says what you actually got. Half the time I forget it auto loots and then I look at my inventory to see a whole bunch of stuff in there.

Goblin Squad Member

Bringslite of Fidelis wrote:
Nihimon wrote:

Thanks for keeping us informed, Ryan.

BTW, I love the fact that I don't have to click the corpse to loot it and really hope that's a conscious design choice and not just a temporary shortcut.

That would be a perfect feature if the loot is auto parceled out to participants, except for encumberance issues. Have you guys noticed if that is the case?

I haven't verified it exactly, but I'm pretty sure "spoils" are properly parceled out to all participants.

Goblin Squad Member

Nihimon wrote:
I haven't verified it exactly, but I'm pretty sure "spoils" are properly parceled out to all participants.

Spoils are supposed to determine your portion of the reward for chests but I never saw any chests. Did you guys? Are they in yet?

Goblin Squad Member

parceled loot? well that just takes a possible play style away from the game...

Scarab Sages Goblinworks Executive Founder

I found a stash to loot. It wasn't a chest, but after killing some mobs it was a bunch of bags (if I remember correctly) that I could loot. Not sure if that counts.

Goblin Squad Member

As long as it confines the auto-looting to NPCs killed. PCs should still have to be looted manually, preferably in a long-animation process.

Goblin Squad Member

TEO ArchAnjel wrote:
Nihimon wrote:
I haven't verified it exactly, but I'm pretty sure "spoils" are properly parceled out to all participants.
Spoils are supposed to determine your portion of the reward for chests but I never saw any chests. Did you guys? Are they in yet?

I never saw a chest, but I have a real problem noticing objects like that in-game. My wife makes fun of me about it, but she does those Hidden Object puzzle games so she's better-than-average anyway :)


Humph. Well, if I can't loot your foes' bodies, I'll just have to loot yours!

Goblin Squad Member

Did anyone the identify the purply/pinky/lilacy lattice structure in the bandit camp? (With the broken captains)

Goblin Squad Member

Caldeathe Baequiannia wrote:
Did anyone the identify the purply/pinky/lilacy lattice structure in the bandit camp? (With the broken captains)

I have a feeling that they might have been the loot chest thingies. I intend to check tonight.


Maybe the bandits just appreciate good interior (or exterior) decorating.

Goblin Squad Member

Ryan Dancey wrote:

There are a number of bugs that are affecting the inventory system which are being addressed for the next build of the system. As a result we'll be doing a wipe of the Alpha characters after the close of the server early Saturday morning (6am Pacific time).

You may have noticed that if you log out and log back in you will lose all your accumulated XP and may lose all your inventory items. ...

According to the release schedule/cadence in the blog post, we will not see another build until 7/10/14 (unless we are actually in Week2 of the cadence and the "public" client release was actually delayed by 1 week). I hear elsewhere on the forums here that the issue of character-wipe-upon-logoff will be fixed in "the next build". Does that mean that we will not see it fixed until 7/10/14? Or does your post above imply that you guys are doing a new build tonight (tomorrow) to get these bug fixes in?

If true (and you are re-building tonight for these bugs), then can you confirm that we will see "bugfix builds" (as opposed to "feature builds" I guess) throughout the ends-of-Week1's and the beginnings-of-Week2's?

One more, somewhat-related question: Because we will likely continue to see wipes thoughout all of Alpha, will there be any plans to, perhaps, issue a lump-sum of XP to starting characters later in the Alpha (e.g. so we can proceed to test higher-level stuff within the 2-week cycle)?

Goblin Squad Member

Kitsune Aou wrote:
... will there be any plans to, perhaps, issue a lump-sum of XP to starting characters later in the Alpha (e.g. so we can proceed to test higher-level stuff within the 2-week cycle)?

I would love to see us start out after the wipes with an amount of XP based on when we were invited, if that's not too difficult to do. Or even based simply on how far along in Alpha we are.

Goblinworks Game Designer

To the best of my knowledge, loot is not currently being distributed (because kill credit isn't being distributed). Whoever makes the killing blow gets the loot. Achievements are being shared to everyone in the party but are not shared if you're not in a party with the person that got the killing blow even if you did a lot of damage.

Proper distribution of rewards is on the list of stuff to implement soon, but hasn't been implemented yet so won't be in the next build.


Will killing blow-loot rules work for PvP? In other words, will Criminal lootgrabbing be impossible no matter who you target?

Inquiring war profiteers want to know.

Goblinworks Game Designer

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Once we have PvP looting, it'll be first come first served and have a loot window (with a few seconds required to open it and interruption on damage). You'll take the Criminal flag if you didn't have loot rights.

We decided that it working differently for PvE was acceptable for the increased convenience.


Hm. So, tricky to do in the middle of a big battle, but not impossible—especially since those who would attack you are likely busy fighting their original foes.

Thanks!

CEO, Goblinworks

We aren't going to try and recompute anyone's XP. Wipes will be resets.

Goblinworks Executive Founder

Testing of features that require XP to get (including every ability) will be impaired if those abilities are hard to get.

Keeping XP and other stuff after log off but not through wipes is sufficient for testing.

CEO, Goblinworks

We'll get this fixed asap. Obviously we can't do much testing if people are constantly losing their XP.

Goblin Squad Member

I somehow assumed that this would also address the XP resetting after a character logs out but in re-reading your post, I note that you didn't actually mention that isse.

If the XP issue is not being addressed with this wipe, can new characters created after the wipe start out with a chunk of XP already banked?

Goblin Squad Member

Well, this wipe was the perfect opportunity to test 1) How low can your rep go! and 2) How useful are the current town guards?

The answers! 1) Really rather low, and quite fast!, 2) Really not. They can be kited all day, and their controller logic allows them to animation cancel attacks. Not good for protecting people from naked archers plinking you with arrows.

Obviously that isn't a priority fix, Alpha testers won't be jerks on purpose outside of edge case testing, but yeah. Hopefully guards get like, a ranged attack. Or a run fast button.

Goblinworks Executive Founder

I think giving the city guards a charging tackle attack and the AI to use it should be sufficient to cover the edge cases identified so far.

Assuming that the kiting tactic generally is also fixed.

Goblin Squad Member

XP didn't appear to reset on a brief logout, though an overnight interval found me back at the Pharasma shrine at zero xp. I did /bug an issue with feat purchases giving error messages and subtracting from accumulated xp but not sowing up among my available feats. However I logged out to cook supper (oven roasted garlic-crusted chicken, mashed potatoes and green beans) and when I came back I was up to 236 xp and both the orisons vendor at the seminary and the cleric vendor were functional. There are prerequisites for cleric upgrades/training and I don't think they are all detailed, but some have tooltips telling you what you need.

It was possible to carefully solo in the forest for a cleric but that may change, and should certainly change when folks are less interested in exploration and gathering and more interested in, um, emphatic interaction.

Goblin Squad Member

Did any of the guards have ranged attacks?

Goblin Squad Member

FMS Quietus wrote:
Did any of the guards have ranged attacks?

None that I saw on any stream. It could make a big difference. I do understand that we are at the "basics" of the build here and I salute the... AnnoyHobo for finding some things to work on, ;)

Edit: Another thing (I may have mentioned before), I am really encouraged to see the proto reputation system at work so early. :)

Goblin Squad Member

Being wrote:
I did /bug an issue with feat purchases giving error messages and subtracting from accumulated xp but not sowing up among my available feats.

I was noticing a delay of about a minute for newly purchased Feats to show up in the Feats page.

Goblin Squad Member

None of the guards currently have a ranged attack. While naked and equipped with a bow, you can literally run circles around them while shooting random players. Because of the massive burst of the bow right now, that means you can basically three shot anyone in town with very little consequence. I was peppering people with arrows, but I could have very easily just been killing everyone I saw. Didn't do that, because that would be incredibly... jerky.

But the Reputation system definitely worked. It took very little time for that character to be stuck without the ability to train. Like, 3 kills quick. That is a very good thing. As long as characters can quickly out scale the naked hobos, which they seemed to be doing, the current system is just fine. Nihimon looked at me with his ice bolts and I had to run away. I can only imagine that that would be even stronger with some training.

With the guards having the ability to CC people, the current implementation might actually work just fine. The only other change I would implement is increasing the density of the guards. There are a few places that you can just sit without aggro ing any of them.

Goblinworks Game Designer

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NPCs in general have a big problem with melee/kiting, and it's a high priority to get that fixed. After that, we can hopefully soon get them an attack selection system better than "I start the fight with attack A, then I use attack B unless I can't afford it, in which case I try attack C," which is the entirety of their attack selection right now :) .

CEO, Goblinworks

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If we made the mobs slightly faster than the fastest character build and stopped them from giving up when they exceed a certain radius from their start point we would have a very different game. :)

Scarab Sages Goblinworks Executive Founder

I think there almost needs to be a reduction of stamina without using the sprint. IE just running by default should use up stamina and then when you sprint it uses it even quicker. This would help with the kiting to a certain extent. Plus it would make for some much more meaningful choices - Do I keep whacking this guy and hope I can kill him with the stamina I have or should I sprint to get out of here while I still have some stamina.

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