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The issue to be fixed: Upon a system crash or disconnect your husk stays for one hour during which time it can be looted/retrieved by enemies/friends before disappearing forever. This means on a disconnect that is not the players fault everything can be lost. Suggested Solution: Implement a combat timer similar to EVE. If a player disconnects then the husk remains lootable for a short time (for example 5 minutes) to give PvP opponents or any friends trying to help out time to access the husk. This time needs to be long enough to avoid any disadvantage to PvP opponents. After this short time the husk "disappears". When the disconnected player eventually gets back into the game the husk is reinstated in the same location it was previously for whatever time the husk would originally have stayed in the game.
It would seem if you add a DT adventure invite to upgrade an existing account the deals and DT work fine. There is however one proviso. If you create the DT from a pre-existing character with some training of its own it appears like the system cannot handle it and you will not get full backdated XP requiring a call to Goblinworks Support.
I am potentially looking at forming an unaligned free company based out of TK at EE and there seem to be a number of issues with free companies in the WoT. Note I am not 100% clear on the mechanics here and am happy to be corrected. Reposting from another thread for comment: IDEALLY: - As a free company you should be able to assign towers as and when you wish potentially working for several settlements at once with contracts in different parts of the map assigning the towers as you acquire them. - It should also be possible to take a tower and then assign it to the highest bidder as you see fit once you contact likely 'purchasers'. - It should be possible to take and hold towers for "ransom" retaining them in your company name until the adjoining settlement either force-ably retakes them or pays you to transfer them back. CURRENTLY:
There are a number of situations in server crashes where stuff genuinely disappears. For example if you trade just before the crash the item seems to be removed from both the giver and recievers inventory after the crash. In contrast if you bank an item just befoe a crash you seem to get two copies after. With trained recipes, people often talk about an item still being in production after the crash but the recipe which was used to make that seems to be gone. However lately I have seen a number of cases where these trained recipes which have disappeared from the craft window come back after the player levels that craft up. My theory on this is the player lost the craft level necessary to use the recipe in the crash and hence the recipe was invisible until they trained the necessary level back.
Matching spell to wand type does not matter for the +0 staffs and wands. However once you get a +1 or better staff or wand the spells must match or you will not get all the keywords for extra damage. Here is a list of the current spells and what Staff they match. (I may at some stage generate a similar list for wands) Charged Staff (Arcane/Volatile/Expansive/Explosive) Arctic Winds (Secondary)
Diminishing Staff (Arcane/Vexing/Expansive/Tormenting)
Psychic Staff (Arcane/Mental/Expansive/Telepathic)
Quickening Staff (Arcane/Energizing/Expansive/Invigorating)
Somatic Staff ( Arcane/Binding/Expansive/Irrevocable)
OK, I am trying to get a grasp of the various different T1 wizard staffs and wands. Sticking to a T1 staff at lower spell levels for the moment. I have been looking at staff spells up to level 3. sooo .... 1. The first keyword on all staff spells and T1 staffs I have looked at is always ARCANE . The first keyword from any spell matches any staff. 2. The second keyword for Staff spells is one of VEXING, BINDING, VOLATILE, ENERGIZING or MENTAL . For the Staffs the second keyword (+1 staff and higher) is:
With the second keyword spells need to match staff type. 3. The third keyword for Staff spells is always EXPANSIVE For the Staffs the third keyword (+2 staff and higher) is: EXPANSIVE The third keyword from any spell matches third keyword on any staff. So far it seems: - Any level 1 staff spell will be fine with any T1 +0 staff. There is no point training spells above level 1 or matching spells to staff with a +0 staff - If you have a +1 staff you need level 2 spells or better and need to match your level 2 or better spell to the staff type or the spell performs no better than a level 1 spell on the freebie staff (even if its a level 5 spell) Training spells above level 2 provides no additional benefit. - If you have a +2 staff you need level 3 spells and need to match the level 3 spells to the staff type. If there is a mismatch between spell type and staff type the level 3 spell performs like a level 2 spell (and a level 2 spell will perform like a level 1) Which means a mismatched level 2 spell on a +2 staff will perform no better than a level 1version of the same spell on the basic +0 freebie charged staff :D Is the above correct or am I confused ?
OK this is a REALLY basic question but I have not been able to get my head around this one. I have a reasonable grasp of the way the system works for weapons. ( As you upgrade weapons and upgrade attacks/lvl-0-spells you get more keywords. Hence upgrading a weapon or staff/wand/battle-focus lets you make use of upgraded attacks and spells. With a basic +0 weapon you get no advantage from higher level attacks or spell levels. ) Ok what I am not clear on is how this works with spell books and divine focus. I understand you need better spellbooks and divine focus to cast level 2 and level 3 spells that drop (though I cannot find any out of game resource that describes exactly what implement does what spell level). However what is the inter-relationship between +1, +2 etc improvements and tiers with spell level? Presumably higher tiers effect the D200 chosen but what determines the spell level ?
So my understanding is a crafting only settlement can only train crafting not classes. This means the fighter/cleric/wizard rogue etc must train elsewhere. Will the Towers belonging to a crafting settlement allow them to still use their higher level combat abilities? More particularly does this make a crafting only settlement vulnerable to a concerted effort to remove towers thus degrading their combat abilities far more than would occur with a class based settlement ?
Some thoughts on player-player chat. The current options in alpha to talk to a player you meet on the road are: 1. Broadcast in one of the channels meaning you, firstly spam global chat with your convo, and secondly reveal all your secret stuff to all listening. 2. Use the whisper options which makes a convo very hard as it is intermingled with other chat from other players. 3. Temporarily form a party with the player and use party chat. Not a good option, especially if you are already in a party and discussing whether they are a PvP threat/opportunity as you speak to them and gather more info. None of these options are good. What is really needed is a private chat option preferably by right clicking on the persons avatar in game.
I am curious to know if the EVE fast travel method known as "Pod Express" will work in Pathfinder. Basically the PFO version of the trick would consist of making sure you have nothing of value unthreaded and then deliberately dieing. Useful if you want to scout an area and return instantly home with out traveling back half a dozen hex for example.
A Pandemic Legion Revenant Super Carrier went down today for a total loss of 309 billion ISK which means it was worth somewhere around 12-15 thousand real dollars :D The ship and 13 others was ambushed by over 200 enemy players. It will probably be a while before we see this sort of loss in Pathfinder. http://evenews24.com/2013/07/08/pandemic-legion-gets-awoxd-2/ http://www.youtube.com/watch?v=xMfqbi_VMho
Simple noob question. I understand how Dual Talent works - sacrificing the human bonus feat and the skill point per level to get +2 to an extra stat. However what I am unclear on is whether Dual Talent also counts as one of your two allowed traits for organised play. If I take Dual Talent do I still get to choose two normal traits?
I have been thinking about the Stand and Deliver option the bandit types want. The current plan seems to grant the overpowered magical ability to automatically stop and hold a merchant even when they are very low level bandits. Instead what we need is something like this:
Suggestion The latest blog proposes all characters start with ability scores of 10 +/- Racial Modifiers. There are good reasons for this but it also takes much of the fun out of character creation. Here is a compromise suggestion: 1. Start with 10 . 2. Add and subtract racial modifiers. 3. Allow the player to add (not subtract) several ( say 2?? ) points to make a minor adjustment such as compensate for a racial negative. Possibly make the maximum for any score 12 to avoid increasing scores already increased by a racial modifier. Thoughts ? |