I understand you want to avoid spamming this as well. But what is the wizard equivalent of the cleric orison "agile feet"? You can spam that as well without penalty. Should it also get a longer cool down? Is the real goal that no buffing/healing cantrips/orisons/spells should be able to be spammed in a combat?
The use of the phrase emotionally weak care bear is in itself a very derogatory statement and seems to show a rather high level of disdain for players with that play style. PFO is not a murder sim .. at least it isn't supposed to be but I'm honestly beginning to believe that is exactly what it will end up being if the attitude is either build your character to survive or go somewhere else as we don't need/want "care bears". The constant, incessant adherence to "you have what you hold and if you can't hold it, then to bad" attitude that seems to be expressed by some really does strike a nerve with me (nah .. you probably couldn't tell).
Some of us look forward to playing this game for RP, community, relaxation and not just to add more stress in our lives or the lives of others. I've seen more than my fair share of "bad things" in life to not go seeking it out in a virtual world.
Thank you Proxima for bringing this up and the fact is that for a new player the only chat channel is Help. I convinced a friend to finally sign-in. He was not impressed with the "broken chat system" .. his words.
Add to this that many of the larger guilds/settlements are using 3rd party voicechat and a new player has no way to connect in-game. If one of the design goals was that anything that can be done external will be provided internal to minimize advantages, does this include chat/voicechat? Or perhaps I mis-read that intent?
Finally, I ran across 40+ hexes yesterday and saw 3 other players outside of settlements. Three ... over the course of 8 hours. The only way I knew there were others online is the help channel. My friend has had a similar experience so far. I advised applying to a company as that does help but there are many aspects to this game in its current state that are frustrating .. a frustrating chat system isn't helping.
Savage Grace wrote:
As someone playing a mage, this is an issue. If I'm surrounded, the "go to" spell for me is wraith's cry just to survive. If I've got someone standing near me, I try not to use this spell to avoid collateral damage. I appreciate the trade-off/choice that has to be made but anyone playing a cleric is going to have issues with touch cures. We are not robots and can't optimize.
Why wouldn't a range of 10m work as well? Wouldn't that keep spellcasters reasonably within the 20m range of other (enemy) spellcasters? Or is the intent that Wizards stand back at max range while Clerics stand in the thick of battle?
And as I wrote this it also occurs to me that Wizards are in robes while Clerics can wear medium/heavy armor perhaps. Still I'm curious about would be game breaking with a ranged cure.
The new rep loss seems to be an inconsequential hit and will not deter anyone ... approximately a 650 hit against a max rep character? So .. can kill 10+ before going negative if start at max rep? Then just hang out in some nondescript location for a day and repeat?
And this is just for one character taking a hit? So .. get a group of 6 together and got get 60+ kills on an evening, wait a day as a group and repeat. Create a couple of alts on the account, take out 120+ in an evening.
I am aware that PVP is central but in reading the posts from advocates of PVP the central message seems to essentially be "we want to kill or threaten to kill anyone at anytime and suffer very very little for our actions because the rep loss is so insignificant it won't really affect our gameplay" .. whereas before the issue was that the rep loss was a severe deterrent and that was a choice that advocates didn't like ... that is what I take away from quite a few of the comments ..
So .. I'm ok with that approach but there needs to be a way for a player that prefers to be a non-combatant to retaliate without without being forced build a character designed for killing others as well. Add in the very very short flag that was proposed elsewhere and even retaliation (if you could effectively defend yourself) becomes an issue.
Now .. if you want to tweak the rep system so that the attacker's rep has an effect on the rep loss as well .. e.g. the worse the rep of the attacker, the greater the rep loss, that could be a balancing factor that would work so that the penalty goes up with each kill ..
e.g. just playing with numbers ((((Target 's Reputation - Attacker's Reputation)+15000)/1000) *5)^1.5 .. initial hit for both Target and Attacker at 7500 is the same, but with each attack it will get more severe for the attacker. If target/attacker have the same rep, then initial loss always the same.
Running those numbers against a max rep target, blog's formula requires 14 kills for negative rep and 25 kills for -7500 rep ... revised formula that considers rep of attacker and target, 11 kills to negative rep and 16 kills to reach -7500 ...
Personally, I'd prefer a more severe effect (forcing a greater choice on the attacker) since can still game this easily, and changing the exponent from 1.5 to 1.6 almost halves the number before negative rep ...
I'm taking Ryan at his word that this won't be a murdersim ever and that there are consequences to random killing. Just don't see how the new rep calculation deters anything.
The graphics currently have a minimalist "give the world a flavor" feeling to me personally. At present there is rather generic "sameness" feel to the terrain but that is not enough of a reason for me to not believe that this game will fail due to the graphics.
Would I love to have swamps that feel like swamps with moss hanging from trees and bogs you can sink into .. absolutely. And having seen what Unity can do, I'm optimistic that eventually we will have swamps, grasslands, etc that really do look quite nice and very different.
Until then, I'll just continue to enjoy my time with the gaming community while waiting for graphics upgrades.
I've been following this thread and avoiding comment, but I read the blog to which Ryan linked, and feel a need to respond to some of the negativity. What I see in the blog is the following:
There's no way to get around the fact that we'll be making large gameplay changes throughout Beta. This is another reason it is called Beta.
Not everyone wants to pay for Beta access while some of the major gameplay systems are still being developed.
If you choose to join us for Early Access Beta, we will make sure that you have a great time! A lot of the game systems will be implemented around you, and you'll be able to see them evolve and change to meet your needs. More importantly, we'll be paying lots of attention to your feedback and trying to make a game that facilitates your gameplay style - whatever that is.
Early Access Beta requires a leap of faith for both the community and Goblinworks. But this is how Pathfinder has always been developed -- in collaboration with the fans.
To me this implies that there will still be the potential for major changes to game mechanics, it even says as much. And that implies there will be bugs. But as the last quoted comment above states, Beta (or EE .. a rose by any other name .. though maybe not exactly a rose) is for those that want to participate in shaping the game. I expect there to be issues. I wouldn't even be surprised if some of those issues are close to "game-breaking" given what is being tried.
But, I am also mindful that if I get 4-5 hours of fun from the game in any given month, then I've gotten the value I am looking for and I get the satisfaction of knowing that I can make a positive contribution to the future gameplay of others.
The issues described pretty much affect all attacks on all classes.
As for the initial attack against a wolf not working, that is because of the wolf's initial attack disrupting your initial attack. At least that is how it was explained to me.
There is one scenario though that I do find very perplexing and annoying. If a wolf is in the process of covering ground to me and I cast anything, the entire casting animation can complete and the wolf will still disrupt the attack. IOW .. I see the entire attack animation except for perhaps the fireball itself which is always lagging the damage in other scenarios, but the moment the wolf is in range, I am disrupted and my attack fails. Not sure if this is due to the built in delay for game synching (300ms?) or not.
In some ways this is the reverse of exploiting windrider by initiating the attack while slightly out of range and then it fires immediately (because it was queued?) once the mob enters the 4m range. The enemy never gets their attack off.
A wizard example:
Match keywords on staff (only considering keywords that might be activated for +2 version) to keywords on cantrips:
Apprentice Diminishing Staff +2: arcane/vexing/expansive
On the other hand, if you used an Apprentice's charged staff +2, it's keywords are arcane/volatile/expansive and would thus only match 2 keywords instead of 3 for the above cantrips. Of course you could then select a different cantrip, like Artic Winds and match the keyword volatile.
All +0 staffs will match the first keyword (arcane), and it seems all +2 staffs will match the 3rd (expansive)
Wands are similar.
For spells that go in a spellbook (implement), it is the Class feature that you slot which has to match the spell keywords.
I have desynch'ed a few time in TK but no where else. Went to every settlement and did encounter a few jittery/laggy moments in some of the towns but figure that is just my older (2011) graphics card with only 1Gb memory having issues. I've been deliberately running along hex boundaries and have noticed an occasional glitch but nothing like I experienced prior to the patch. Finally, running two clients is much slower for me than Alpha 7, but slightly better than Alpha 8.
A question about whisper and commas,
I'm ok with /w name,
but it seems if I use another comma anywhere in the whisper, then everything past that second comma is lost.
/w somebody, you need item 1
will be sent. So, if I would like something to be fixed it would be the ability to actually have proper punctuation in the whisper.
Ok .. this is weird .. You cannot search for an Apprentice's Charged Staff +2 in the Auction House window .. it just isn't listed.
But .. if you have in your inventory and select it, the Market will then show you if that item is available for sale.
This works for any item in your inventory regardless of category. Just pick the item in your inventory, then check Market tab ..
But again, not all the items are listed in the Auction House so if you don't have it, you can't find it. If the inventory/auto-market-search is a feature .. I like it .. if a bug .. can we keep it?
EDIT: to fix that it is the +2 staff that isn't listed
Cannot get the uncommon +0's for my crafting.
Not sure I understand this one .. I thought I wasn't getting credit for uncommon (or common) +0 in a couple of refining/crafting trees because it didn't appear on my completed tab but it appears they are being counted in some cases at least even if not listed. So perhaps a bug in either accounting or reporting? It is still alpha and this is to be expected.
I lost learned recipes at the sawmill/woodworker as well overnight.
Not a huge deal as we lose everything in 30 days but .. it does cause issues for trying to test how stuff works if we can't actually create the stuff :) ...
Also, 8.2 places a much higher load on my system than either 7 or 8.1 did. Couple that with the desynching issue in TK and it can be frustrating ..
On the desynch in TK .. Could it be an issue with having 3 hexes in play and crossing the bridges put you right on the boundary between them? If I run way out and around the desynch is much less an issue than if I cross the bridge between the AH and the crafting stations on the other side (e.g. sage/apothecary)
Uthreth Baelcoressitas wrote:
In the above you say a clean install but the sequence implies the directory already exists when you run 8_1.exe .. not completely relevant to the following but just noted .. that aside, I know I tried what I suggested with both 8.1 and 8.2 installs since I had both crashing with the update. What I finally posted was from 8.2 crashing .. and that is probably the difference. After your 8.1 install, the steps were the same which is good ..
bottom line seems to be to delete the Patcher_Shared.dll that the updater installs and replace it with the older version.
This is a fix for it .. I've posted several times but ...
Similar issues but see my comments in https://goblinworks.com/forum/topic/594/?page=2 about #7 ..
Basically, delete the Pathfinder_Shared.dll and renaming Pathfinder_Shared.dll.OLD to Pathfinder_Shared.dll allowed the patcher to run. Also, when it ran it again moved Pathfinder_Shared.dll to Pathfinder_Shared.dll.OLD but did not create a new Pathfinder_Shared.dll … very strange.
Note for those commenting about not being able to type in chat .. the messages you type in chat do show up for everyone else, the message just isn't echoed to your chat window .. and your chat window doesn't receive any messages from anyone else.
So, you can send but not receive .. not sure if being able to do so is useful for the devs if they want to check out the issue as it is happening.
(EDIT: this is an honest question, not a rhetorical argument question- although it sounds like one.) I am not clear on how it is any different if someone has to go AFK in a themepark versus in PFO while doing PvE. I understand some themeparks have basic automation to keep you with your team; but otherwise, what is the difference? It is a nuisance, certainly. But will it be any more of a nuisance than some other MMO themepark?
For me the difference is that in a themepark, it is just PVE so those left in the group can adjust the strategy to account for the AFK player rather easily .. even pausing in the game to do so ... but in PVP adjusting at a moment's notice may not be possible at all .. are the opposing PVP players going to say .. "oh .. ok you just lost someone, we'll give you some time to develop a new strategy"?
Drake Brimstone wrote:
I think they also forgot to fix the issue with Apothecary needing Adventure Achievements instead of Crafting Achievements for levels 2 and 3.
I have to admit that I used this to my advantage .. easier to go get the adventure achievements while gathering than waiting for recipes to clear the queue ...
KoTC Edam Neadenil wrote:
This ... I have a group of friends I game with and we all know that if we are grouped any one of us may suddenly be afk at any moment. In a theme park MMO this is not such a big deal but for PFO .. I've got no idea.
As for leash vs other mechanic .. as others have said, it "looks and behaves" like leashing. If the devs want us to use the correct terminology then I'm ok with that, just so long as we all understand what it is that we are trying to comment on and get corrected.
Very true though at the present you can actually make a reasonable guess that feats which create conditions are primary and feats that take advantage of conditions are secondary .. it is a bit of a pain but still better than having a lot of spreadsheets open.
I thought the female elf was almost angry looking at the character creation screen ... scary angry ;) But in game seemed to look much nicer.
Like others, I like the new map area and the fact that you need resources from a lot of different areas it seems. Look forward to having auction house and bank. The slow XP build will take some getting used to .. definitely makes it tough to pick between different options at the start but that is good.
Drop rates though do seem rather low but is this by design? Is the drop rate related to the anticipated player population at some point so that rare items stay rare? At the moment some items seem extremely rare.
I covered 25+ hexes without major issues .. I did have one CTD when just standing in a starter town .. Rathglen I think. And today before the server issues I was getting rubberbanding and such .. also had issues with crafting not showing recipes I know I knew .. don't think this is related to the scroll issue as I only had 2 or 3 recipes and so no scroll bar.
Tooltips are a great plus but wrapping them so they don't extend off the right and left sides of the screen will help.
Overall, this is a much better experience than 7.
I'm not a PVP oriented player so 4 for me isn't an issue though I do understand the concern of others and hope it is implemented well ... in reality I just plan to be periodically killed as an easy mark ..
That said, since Alpha 8 is supposed to be on an expanded map with many bug fixes, I think that 1-3 will be ok .. more variety for various PVE encounters would be nice, just not essential for completing the 1-3 loop.
An issue that hasn't been addressed is the lack of Sawyer 9 refining in-game. While the ingredients drop, it is impossible to create the refined materials needed for higher level wizard/cleric implements/staves/wands without assistance from the devs.
I'm hoping this is corrected in Alpha 8 along with the known issue of refining ink and copper so that it will be possible to craft implements (other than spellbooks) without dev assistance
I also literally now have 30+ broken recipes on my character .. and have yet to find a single spell to use with the spellbook.
I had over 300 iron ore at one point which didn't seem to be a problem. I did notice that a single tigereye showed up as 0 when crafting, and more than one showed up correctly. No idea why.
I would really like, to echo some of the above comments (bluddwolf I think), that we really need to know which spells are wand and which staff along with which of those are main hand and off-hand. In the alpha there was enough XP to just buy 1 rank of everything and test by slotting but in EE that is not a viable approach. Expecting players that have not played in Alpha to understand the system and know what to do seems like a recipe for disaster.