Soldier of Bytopia

Kraitarr's page

Goblin Squad Member. Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber. Organized Play Member. 4 posts. No reviews. No lists. No wishlists. 17 Organized Play characters.


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Goblin Squad Member

I have the same issue - seeing the Sept 23 version using both IE and Firefox on this machine and my phone on wifi and using the cell towers. Since I've never been to the wiki on this machine or the phone it can't be a caching issue on the local machine.

I only seem to be able to see the new one if I go to view history and compare the page versions...

Goblin Squad Member

I did a bit of testing on the aggro reset time (on Ogre Warrior, Shaman, Brute, Behemoth). Of the various things I did, the aggro seemed shortest when I stayed at longer ranges (some of the mobs never left their flattened circle) and tagging one from 35m to start combat. This leads me to wonder if they are not getting the 10 second minimum counter if they never come within their 20m detection range of the character.

Goblin Squad Member

I have had the same problems for all of alpha 8 as well. The problem is really bad an my crafter who is constantly changing between the 3 Thornkeep hexes - the hex transition seems to be what causes it for me. It usually manifests as a half second hitch crossing a hex boundary, then no interaction ability.

Goblin Squad Member

A rambling thought on the situation

Exploiting cheap SAD for caravan safe travel could be reduced by tying the amount paid to the duration of the “fleeced flag.” For this to work though, the payoff would most likely have to be in goods instead of coin, since moving the goods would be the point of the caravan. In order for coin to be viable, something would have to be lost in the transition - if the bandit is the merchant’s alt it does not matter how much the merchant pays him since the money changes characters, but not players.

As an example, this means that if someone wants to move adamantine ore between settlements and theoretically needing to pay 50% SAD charge to insure a “fleeced flag” for the entire journey, they would need to leave half of it behind with a fake bandit should they desire to game the system. Since the merchant now reached his destination with only half of his original ore I think this would fall under the lower risk, lower reward.

Granted you could keep reusing the same ore to stay behind (if they could insure they could continuously move that same amount of that specific good through one settlement), but eventually you are sitting on a lot of expensive material that has not done you much good for quite some time. It also is not a viable tactic when you are trying to transports it from the original harvesting node since you would not want to leave half of it out in the middle of the wilderness.

This would also present a meaningful choice for the bandits engaged in a normal SAD. Do you ask for a lower percentage and be able to carry the spoils on your person? Or do you demand so much that you need your own cart(s) or caravan to transport it, with all the logistics and risk associated?

This would probably also mean that the effect of a SAD on a caravan would have to be handled mechanically different from one on a character not linked to a caravan - and may require separate flags "robbed" vs "fleeced" or the like. At some point the number of flags gets excessive though.