Known Problems for 8.2 Patch


Pathfinder Online

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Post new ones you identify below. Devs, if we call it a problem and it is working as intended, please let us know!

1. Server De-sync issues: Basically, if you loose general chat, can no longer interact with NPCs, can no longer interact with doors, can't see any of the recipes you know your character should be able to make, or any other odd loss of interactiveness with the game world, you need to re-log in before asking everyone about it. Re-logging seems to fix a lot of these little issues.

2. De-syncing every time you go running through the middle of Thorn Keep. (I've found that if I skirt around the sides of TK and don't cross the bridges, rivers, etc., I this issue is less problematic. But it is very common nevertheless.)

3. "Goblin Stacks" near starter towns- they're cute but deadly! We're seeing sometimes 6 goblins occupying the exact same space and time in starter towns. Be wary.

4. Parting Shot's evasion functionality is not working- the "stationary" seems to be overriding it.

5. Accessing the bank automatically deposits your coins (you can withdraw them back out).

6. After accessing Auction House, coins *appear* to all be gone.

7. Random teleportation?

Goblin Squad Member

6. they don't actually disappear, they just get re-deposited to your bank. check there after you buy/sell in the AH and you should see them.

annoying, yes. terrible, no.

Goblin Squad Member

good times, all shall be well with the world :)

Josh
aka Atheory
www.patherfinderonlineHQ.com

Goblinworks Game Designer

5 and 6 are intentional, though they need a notification. This is part of our "tagging base" philosophy on turning your hard currency (which will eventually be lootable and have encumbrance) into credit that can be spent at any city.

We're looking into the rest of them.

Goblin Squad Member

Stephen Cheney wrote:

5 and 6 are intentional, though they need a notification. This is part of our "tagging base" philosophy on turning your hard currency (which will eventually be lootable and have encumbrance) into credit that can be spent at any city.

We're looking into the rest of them.

Sorry if I'm confused? But I thought currency would not be lootable or have weight?

Don't get me wrong, I hope it can be looted!

Goblin Squad Member

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It is lootable until deposited. When you loot it from a goblin it is a coin. Once deposited it is a unit of credit equal to a coin, but no longer a physical object you can drop.

Goblin Squad Member

Being wrote:
It is lootable until deposited. When you loot it from a goblin it is a coin. Once deposited it is a unit of credit equal to a coin, but no longer a physical object you can drop.

Wonderful news! Am I crazy or were they at first saying it would not be lootable (ever)?

Goblinworks Game Designer

Our stance on lootable currency has changed several times over the last couple of years. What we have now is hopefully the right compromise between fun risk and economic utility.

Goblin Squad Member

Stephen Cheney wrote:
Our stance on lootable currency has changed several times over the last couple of years. What we have now is hopefully the right compromise between fun risk and economic utility.

Thank you!

Goblin Squad Member

Stephen: when you purchase something from the ah, your coin automagically transfers to your bank? What is the intention behind that? I understand the auto transfer at the vault, but not ah...

If I run all the way to tk from rathglen only to discover that my coin is back in tk, imma be upset...

Goblin Squad Member

Think of it as an educational opportunity, Daz, you know: a learning experience.

Goblin Squad Member

*meant 'back in rathglen'

Stupid phone....

Scarab Sages Goblin Squad Member

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If I understand the system correctly, banked coin is not tied to one particular bank. There are local markets, but a global banking system. You can deposit to and withdraw from the same pool of money at any bank.

Goblin Squad Member

I believe you have the right of it KarlBob.

Scarab Sages Goblin Squad Member

Thanks, Being.

A global banking system means you'll never have the problem of leaving your money in the wrong town, Dazyk.

Goblin Squad Member

The global banking system recognises the essential fungible nature of money: we'd all stop carrying coin, and use letters of credit instead, if we risked losing our cash easily.

Goblin Squad Member

3. Goblins. Don't stand anywhere near where you just killed a goblin near town to look over your inventory or waiting to heal or anything like that. They come back in less than a minute and attack again.

And those goblins are awfully cheeky! One of them has a lean-to set up right in sight of the Thornguards, who do nothing about. Heck, I had a goblin chase me into town passed the two Thornguards, who just looked on bored as can be. :-)

Goblin Squad Member

Those goblins will be needed to respawn quickly near starter towns for the sake of new players. I imagine it is even possible they would be needed near Thornkeep for those who need a few cp in a hurry.

Goblin Squad Member

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<kabal> Bunibuni wrote:
Heck, I had a goblin chase me into town passed the two Thornguards, who just looked on bored as can be. :-)

Be glad the Thornguards didn't come to the Goblins' aid and attack you!

Goblin Squad Member

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When I first logged in after the new build, I was over in the fighter section of Rothglen and saw what I thought was a Thornguard with some kind of guard dog. We were told they were increasing their presence and they looked interesting. Imagine my surprise when I approached to get a better look at them when they attacked me and killed me while I was trying to still set up my attack buttons. They were a bandit and wolf. :-(

Now when I go into a village, I have to constantly tab all the time to make sure all those red circles on my minimap aren't bandits or something else. lol!


Stephen Cheney wrote:
Our stance on lootable currency has changed several times over the last couple of years. What we have now is hopefully the right compromise between fun risk and economic utility.

Long as I don't have to carry 30,000 copper around on me without a bag of holding i'm good with that....

;-)

Goblin Squad Member

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Last night I attacked an Omega Wolf (I think) in town and the Thornguard attacked me! I ran away and came back and no one attacked me so I don't know what was going on. I'm pretty sure it said Thornguard when I tabbed to him but it might have been a bandit?

Scarab Sages Goblin Squad Member

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The woman who killed me in Phoenix Pass was clearly labeled as a Thornguard. I was running through town when she and her wolf suddenly attacked me.

Has anyone seen a comment from GW on the wolf and rogue Thornguard situation?


We know about the Wolf and Rogue Thornguard situation. It will be fixed. For now, we advise running.

Scarab Sages Goblin Squad Member

Robert Hodgson wrote:
We know about the Wolf and Rogue Thornguard situation. It will be fixed. For now, we advise running.

So do I. That Thornguard hits pretty hard.


sspitfire1 wrote:


3. "Goblin Stacks" near starter towns- they're cute but deadly! We're seeing sometimes 6 goblins occupying the exact same space and time in starter towns. Be wary.

haha.

Reminds me of the old RPGs where they couldn't fit more than 1 big monster on the screen, so it'd be like R. Dragon 3.

They didn't seem *that* deadly, but it was definitely a surprise.

Edit: Nothin wrong with rogue TGs tho. :) Adds suspense. Trust no one.

Goblin Squad Member

After setting sell orders in the auction house I have some question marks stating item not found in inventory.

Plus it seems like coins I spent last night have miraculously reappeared in my inventory.

Goblin Squad Member

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Ok, well then. Completely disregarding the weird discrepancy between having global vaults but not global auctions, if no one carries coin with them anywhere, how will we be able to loot coin from corpses? Bandits are just supposed to attack travelers in the hopes of some non-threaded gear? Or Broken Furniture? Maybe a Lesser Token of Riposting? Cool lutz bra!

I thought part of the thing was that choosing to carry coin was a meaningful decision with much risk involved. Auto-bank deposits when you aren't even at the bank don't seem to fit with that...

Goblin Squad Member

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Yea I really don't get why they made the decision with coin. It should also be a local coin economy. If you need to get your coin from one bank to another, that should be a decision you make understanding the risk of transporting the coin.

I remember 10+ years ago playing Dragon Realms and occasionally I would haul 6+ months worth of coin from one town to another. My heart would race during those trips, worried about bandits and pickpockets. You're taking one of the adrenaline filled adventures out of the game for traders/merchants.


THIS IS NOT A DISCUSSION THREAD. If you want to talk about lootable coin, take it elsewhere.

8. Thornguard and her wolfy (mentioned already but just itemizing it)

9. Attack feats are all using the old Exp and Ability point advancement (base 40 exp instead of base 81 exp, requires 12 in ability score for feat level 3 instead of requiring 10 for feat level 3).

10. Weapon proficiencies are also back on the old exp advancement

Goblin Squad Member

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Srsly? Every thread is a discussion thread.

Scarab Sages Goblin Squad Member

Quick response on coin, and I'm done.

Bandits can loot coin that people haven't banked yet. Lurk outside a dungeon, and snag coins from the adventurers before they make it back to town. When (and if) Stand and Deliver is implemented, bandits will be able to extort coin from people, without having to kill and loot them. Coin isn't the only thing with looting, either. A fully loaded gatherer heading home with all the materials he or she can carry will also be a prime target.

Also, if banking is purely local, then players will reinvent things like letters of credit, to avoid hauling large amounts of coin around. GW wants to keep banking in their own hands, both to monitor and fine tune the economy, and to prevent player-operated bank fraud (it happens all the time in EVE).

Goblin Squad Member

sspitfire1 wrote:

THIS IS NOT A DISCUSSION THREAD. If you want to talk about lootable coin, take it elsewhere.

8. Thornguard and her wolfy (mentioned already but just itemizing it)

9. Attack feats are all using the old Exp and Ability point advancement (base 40 exp instead of base 81 exp, requires 12 in ability score for feat level 3 instead of requiring 10 for feat level 3).

10. Weapon proficiencies are also back on the old exp advancement

#9 and old ability gains were nerfed, my 11 Dex is a 10 now <sob>

I know I know, yay alpha ; )

Goblin Squad Member

11. The settlement map (though much appreciated) is not aligned with the larger map and has no directional indicators.

Goblin Squad Member

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sspitfire1 wrote:

THIS IS NOT A DISCUSSION THREAD. If you want to talk about lootable coin, take it elsewhere.

8. Thornguard and her wolfy (mentioned already but just itemizing it)

9. Attack feats are all using the old Exp and Ability point advancement (base 40 exp instead of base 81 exp, requires 12 in ability score for feat level 3 instead of requiring 10 for feat level 3).

10. Weapon proficiencies are also back on the old exp advancement

I like you, but you have a bad habit of telling others what to do, stop that please.

Goblinworks Executive Founder

I suspect that the wolf issue is some combination of group hate on sight and Thornguard never forget.

Goblin Squad Member

The notion that a thread can have a purpose that is not discussion is totally legitimate.

Goblin Squad Member

Regarding the wolf: he's shown up enough times to figure he is spawning there.

Complaints about no goblins to kill pointed out that no mobs were spawning in the settlement hexes whatsoever so the guys with clubs and shortbows weren't able to find them easily last build.

I figure the devs initiated some close spawns for those folks and, well, they sorta put one or two spawns a little closer than folks were really ready for.

Goblin Squad Member

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Tyveil wrote:
Yea I really don't get why they made the decision with coin. It should also be a local coin economy. If you need to get your coin from one bank to another, that should be a decision you make understanding the risk of transporting the coin.

And that is exactly what our world had, until a few people realized they could cooperate on operating banks in every town and issuing cheques and credit cards, so people wouldn't have to risk it, and now those bankers are the wealthy and have a stranglehold on the economy and know more about what's really happening than the governments do.

I'm guessing that the devs would prefer not to let any group take such a position, so have chosen to take it themselves, so that they, and not the banking cartel, have their fingers on the pulse of currency flow.

Without the game-wide bank, large groups will ahve their own game-wide bank operated outside the game and only the smaller groups and individuals will carry the risk of moving money around.

Goblin Squad Member

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Caldeathe Baequiannia wrote:
...a few people realized they could cooperate on operating banks...

Every civilisation that invented money followed that immediately with the invention of letters of credit or the equivalent, specifically to avoid the risks of transporting valuables. A case can be made for money itself being created as a part of solving the same problem.

Ryan's been clear--repeatedly--that he doesn't want players who can't or won't use out-of-game tools to suffer disadvantages compared to those who do. A common example is market-price tracking: if the game doesn't allow all players to see all prices in all places at all times, players will set up out-of-game tracking and only some will gain the benefits.

Letters of credit are just the same: an agreement between characters, players, Companies, Settlements, or Kingdoms to settle up transactions, whether simple or complex, "later". With sophisticated tracking, "later" can become "never".

One way or another, characters won't carry coin. They may not all choose the same method of not carrying it, but it's certain they won't, as it's too risky, under any circumstances, to do so.


Saiph the Fallen wrote:
sspitfire1 wrote:
THIS IS NOT A DISCUSSION THREAD. If you want to talk about lootable coin, take it elsewhere.
I like you, but you have a bad habit of telling others what to do, stop that please.

I created this thread for a specific purpose. I have a right to ensure that purpose is kept to and the thread doesn't go off track. That said, I hae no control over what others will ultimately decide to do.


9. Additional info: While the old exp requirements and ability requirements are in place, it appears the old ability score bonuses are not in place. Someone bought all the lvl 1 shield attack feats to try to boost their Con score but no change was observed afterwards. This is consistent with the proper ability bonuses for level 1 of an attack feat, but not the old ability bonuses for a level 1 attack feat. I call f.u.b.a.r.

12. Apparently Miner 7 requires an 11 con, but the advancement tables the devs provided and notes from Stephen when they made the exp/ability advancement changes were clear that an 11 con should not be required until level 8 miner. Hopefully miner is the only skill affected by this...


13. Re-logging only to find that everything I had done in the past 2 or 3 hours was completely undone, right down to the exp, items in the inventory, even things people had made for me and given me were gone. I'd label this one a top priority for GW staff. Everything else is a nuisance. This will cause players to straight up not want to play.

Grand Lodge Goblin Squad Member

sspitfire1 wrote:

4. Parting Shot's evasion functionality is not working- the "stationary" seems to be overriding it.

Same issue with Snap Shot for the Shorbow.

Goblin Squad Member

3.

Being wrote:
Those goblins will be needed to respawn quickly near starter towns for the sake of new players. I imagine it is even possible they would be needed near Thornkeep for those who need a few cp in a hurry.

They already respawn really fast. It's actually a very easy source of archievements and loot, so easy that it kills the point to ever fight anything else. Imho their number should be much lower. Killing a few on a starting character is ok, but sitting in the same spot till max level - not so much.

Goblin Squad Member

...except you only gain xp so fast, so if you are the sort to enjoy a mass-production assembly line as your entertainment, or intend to leave your character on a script, then that might work for you. If you are more of a regular person, I think, actually seeking the game of PFO, then you would probably seek out other ways to pass your paid-for time.

Goblin Squad Member

Being wrote:
...except you only gain xp so fast, so if you are the sort to enjoy a mass-production assembly line as your entertainment, or intend to leave your character on a script, then that might work for you. If you are more of a regular person, I think, actually seeking the game of PFO, then you would probably seek out other ways to pass your paid-for time.

That wasn't the point, I never said it was the only thing to do. It is a spot that greatly overshadows all other monster groups, because it has a large amount of weak mobs that only link with 1-2 neighbours - so one can endlessly massacre them at any level - something one cannot do in the wilderness. Therefore, it creates disbalance between these particular mob groups and any other. Archievements and coins that "regular person" would get by doing his entertaining activities could be obtained with very little effort and time by killing goblins right outside his settlement, thus lowering the importance of the "natural" activities for the character progression.

Goblin Squad Member

It's a bit too assembly-lineish. I think there'd be benefit to shifting the goblins a short, random, direction and distance with each re-spawn.

It took me about 10 minutes to find a sweet spot where I had five goblins in a near circle so I could use a single short-bow attack (3-5 attacks per goblin) and turn in place, kill five one after another then have a brief pause to check my inventory before number 1 re-spawned. If I got slow, or careless, after about 3-5 cycles I might have to step away for a moment to recover hit points.


sspitfire1 wrote:
13. Re-logging only to find that everything I had done in the past 2 or 3 hours was completely undone, right down to the exp, items in the inventory, even things people had made for me and given me were gone. I'd label this one a top priority for GW staff. Everything else is a nuisance. This will cause players to straight up not want to play.

Updates: It occurred to me that the game actually reset my character to the previous night's log out. I had logged in Friday morning to play with my new Long Bow +2 as it had completed, then logged out later that morning. When I logged in Friday night, the game loaded just fine with all my progress from the morning still in tact. It was when I re-logged that the progress somehow got reverted to the previous night's log out. I know because the Long Bow +2 re-recoreded itself as completed.

Anyways, @ the Devs: is there anything a player can do to protect themselves from loosing their progress like this? Or are we at the whims of the server until yall are able to whip it into shape?

CEO, Goblinworks

@sspitfire1 - if we had a solution we'd put it in a blog post.

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