Alpha Experience and Comments


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Goblin Squad Member

Caldeathe Baequiannia wrote:

Callambea and Freehaven on this map roughly equate to two of the settlements on the alpha map.

Am I understanding you correctly that the EE map will be 15 times the size of that map??

Goblin Squad Member

Tyveil wrote:
Am I understanding you correctly that the EE map will be 15 times the size of that map??

More than that, I believe. The EE map is 28x29, or 812 hexes. I think the Alpha map is 42 hexes, but I can't find one quickly to count.

Goblin Squad Member

T7V Jazzlvraz wrote:
Tyveil wrote:
Am I understanding you correctly that the EE map will be 15 times the size of that map??
More than that, I believe. The EE map is 28x29, or 812 hexes. I think the Alpha map is 42 hexes, but I can't find one quickly to count.

Cannot login to check as server seems to be down, but pretty sure the alpha 7 map is more than 7 x 6 . Though there is the NE corner you can only get up into by death.

Goblin Squad Member

I think 9 by 7.

The mountains are five across and there are two hexes either side of the Mountains?

Mountains are 4 high at highest point, with one above and two below.

(edit: Maybe only 1 below? So nine by 6?)

Goblin Squad Member

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Wyldethorne wrote:
KarlBob wrote:
That's true, but it doesn't address the extreme disparity between short bow and long bow.
Not having tried out the longbow, is there a large difference in the damage between the two?

There is a huge damage difference between the two. I run a rogue with daredevil and bow specailization along with the long bow, 1-shot 75% of the normal mobs. 2-shots <sometimes 3> the smaller yellows. The ogres. yellow or orange take several shots. For short burst DPS, long bow is the only way to go.

As sustained DPS, I haven't tried a short bow on any thing that big.... kiting for 3 minutes straight to kill one mob isn't on my to do list. Especially if long bow downs it in 6 or less shots. Sp I am not sure if stamina drain is going to even out the DPS in longer fights, but rogues aren't going for long fights anyways.

All-in-all, I think short bows need a little boost.

Long bow <35m>
Primary, Overdraw -- DF 4.25 @ 3.2s cool down, 51 stam
Primary, Pinpoint Target -- DF 1.62 @ 2.0s cool down, 33 stam
Secondary, Impact critical -- DF 2.54 @ 5.7s cool down, 52 stam

Short bow <20m>
Primary, Basic Attack -- DF 1.96 @ 1.2s cool down, 21 stam
Primary, Running Shot -- DF 1.05 @ 1.2s cool down, 21 stam
Secondary, Deadly Aim -- DF 2.81 @ 5.7s cool down ,52 stan

So either 4.25 DF at 3.2 CD or 2.8 DF ar 5.7 CD... I know what one I have been choosing. Especially since overdraw makes target flatfooted for the next shot so I get sneak attack damage. Then you have range in case they dont go down in one shot... just saying.

Goblin Squad Member

How does shortbow compare to melee attacks? From there it may be easier to decide if shortbow needs a boost or if longbow needs reduced.

Goblin Squad Member

T7V Jazzlvraz wrote:
Ikeren wrote:
3) I needed heavy armor 2 from the Dreadnaught to progress crusader to progress cleric. I couldn't figure out how to get this, as it didn't seem to be there.

This seems to've come up a lot tonight, and the answer *might* be you can only buy Feats up to certain levels in Sotterhill. If you don't find what you're looking for under Available or Unavailable, and you know you're looking at the correct trainer, then you're on your way to Cloverdell (Fighter/Cleric) or Osterburg (Rogue/Wizard) for more learning.

I've not seen that in writing anywhere, so I can't yet treat it as the definitive answer.

I had to go to Osterburg to get Light Armor 2. I suspect Heavy Armor 2 would be the same thing but Cloverdell.

Goblin Squad Member

Black Silver of The Veiled, T7V wrote:
T7V Jazzlvraz wrote:
Ikeren wrote:
3) I needed heavy armor 2 from the Dreadnaught to progress crusader to progress cleric. I couldn't figure out how to get this, as it didn't seem to be there.

This seems to've come up a lot tonight, and the answer *might* be you can only buy Feats up to certain levels in Sotterhill. If you don't find what you're looking for under Available or Unavailable, and you know you're looking at the correct trainer, then you're on your way to Cloverdell (Fighter/Cleric) or Osterburg (Rogue/Wizard) for more learning.

I've not seen that in writing anywhere, so I can't yet treat it as the definitive answer.

I had to go to Osterburg to get Light Armor 2. I suspect Heavy Armor 2 would be the same thing but Cloverdell.

I suspect the opposite is also true and you might need to go back to Sotterhill for some but not sure.

Also when feats reach maximum implemented level they just disappear leaving you totally confused and running around trying to work out what you missed.

Goblin Squad Member

KoTC Edam Neadenil wrote:
Also when feats reach maximum implemented level they just disappear leaving you totally confused and running around trying to work out what you missed.

I agree it would be quite helpful were there something like the 'completed' tab we have using F11.

After an auction house and bank, the next most important features I'd like to see are legible tooltips and better organization of info in the UI.

Goblin Squad Member

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What do you mean "after"?

Goblin Squad Member

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Getting our feats and skills sorted so anyone can know what we're doing without wasting three days in the xp-limited Cold Start of EE is how we're going to begin acquiring goods that would go in auction houses or banks, imo. Start at the beginning of the production chain.

Goblin Squad Member

@Proxima Sin,

I read in disbelief the Being considers "tool tips/information" an "after" priority, especially given many of his posts on the Alpha forums. The game is completely unplayable as it stands without using third party websites and spreadsheets. I pray build 8 fixes this or there is going to be a player revolt! (Goes off to find some torches and pointy objects to wave in the air...)

Grand Lodge Goblin Squad Member

Sotterhill teaches all skills but doesn't teach the higher levels of the skills. To advance further you have to go to the other two towns. They are split between what they teach with minimal overlap.

Goblin Squad Member

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Scarlette wrote:
Wyldethorne wrote:
KarlBob wrote:
That's true, but it doesn't address the extreme disparity between short bow and long bow.
Not having tried out the longbow, is there a large difference in the damage between the two?

There is a huge damage difference between the two. I run a rogue with daredevil and bow specailization along with the long bow, 1-shot 75% of the normal mobs. 2-shots <sometimes 3> the smaller yellows. The ogres. yellow or orange take several shots. For short burst DPS, long bow is the only way to go.

As sustained DPS, I haven't tried a short bow on any thing that big.... kiting for 3 minutes straight to kill one mob isn't on my to do list. Especially if long bow downs it in 6 or less shots. Sp I am not sure if stamina drain is going to even out the DPS in longer fights, but rogues aren't going for long fights anyways.

All-in-all, I think short bows need a little boost.

Long bow <35m>
Primary, Overdraw -- DF 4.25 @ 3.2s cool down, 51 stam
Primary, Pinpoint Target -- DF 1.62 @ 2.0s cool down, 33 stam
Secondary, Impact critical -- DF 2.54 @ 5.7s cool down, 52 stam

Short bow <20m>
Primary, Basic Attack -- DF 1.96 @ 1.2s cool down, 21 stam
Primary, Running Shot -- DF 1.05 @ 1.2s cool down, 21 stam
Secondary, Deadly Aim -- DF 2.81 @ 5.7s cool down ,52 stan

So either 4.25 DF at 3.2 CD or 2.8 DF ar 5.7 CD... I know what one I have been choosing. Especially since overdraw makes target flatfooted for the next shot so I get sneak attack damage. Then you have range in case they dont go down in one shot... just saying.

Here is what I learned attacking a lone Ogre Brute(Orange), plenty of kite room, using first a Wardens Longbow +0, then a Hunter's Shortbow, +2.

The only Longbow feats I possessed are Half-Draw, Precise*, and Overdraw along with the basic longbow attack and long bow exploit. I had the entire gamut of shortbow attacks trained, and had Point-Blank Shot, Running Shot, and Quick Shot* along with Snap Shot, Clustered Shot, and Deadly aim equipped. *(As I can't currently log in, I may have Precise and Quick shots confused as to which weapon they belong to)

I'm set up with Daredevil 8, Scout 10, and Footpad's leather +0. I have Bleeding and Slow Reactions equipped as my reactive feats.

Longbow test: First I go in and acquire my target, move to exact full range of the longbow, and fire. First 2 shots: Overdraw. Begin crawfishing(kiting), 3rd shot Longbow exploit, begin spamming half draw(~ 4 shots), and stop to take an Overdraw shot. Result: no damage to myself, kill in 8 shots, minimal kiting.

Shortbow test: This time I stealth in to Deadly Aim range(20), set up at the exact breaking spot for Deadly Aim. First Shot: Deadly Aim. Due to the much longer cd of Deadly Aim vs Overdraw, and the considerable range difference, my 2nd shot I snapped off a Clustered Shot. Immediately begin drawing back, caught in Ogre's shout, Stunned, take 2 hits. Use Snap Shot to get a boost back, resume kiting, begin spamming running shot. After ~90 seconds of kiting, I chance a Deadly Aim. Bad mistake. I get the shot off, but Ogre closes to melee in the time it takes to do so. Take another hit or three getting out of dodge, using Snap shot to open up some breathing room. Resume kiting/spamming Running Shot. After another ~60-75 seconds of Ogre baiting, I need to try another Deadly Aim, as running shot hasn't made any significant impact on this mob's health. Shot off, Ogre closes to melee, and I'm dead.

I'm not saying that the longbow needs a whack with the nerf bat, but it is either that or shortbow needs a boost.

Goblinworks Game Designer

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Cooldowns are all internal to the attack right now. They only matter if you get interrupted. Otherwise, they're equal to the length of the attack animation (minus the 300 ms validation). Thus, you can't switch to another attack while one is on cooldown; it's basically just showing you how long the animation is going to take to complete, and another attack won't begin until the cooldown is finished (again, unless you were interrupted).

Secondary attacks do cost roughly double stamina compared to primary attacks, to pay for their greater effects. If you're spending all your stamina with them and not noticing, it may feel like a long cooldown (because the next attack you queue can't fire until stamina recovers enough to use it). A substantial portion of the extra stamina on secondary attacks pays for the conditional effects on them, so if you're not getting the condition, you're wasting stamina.

Slower attacks currently have a slight exponent to their damage math (e.g., an attack that takes twice as long to animate will do more than twice as much damage, all other factors being equal). This makes slower attacks better DPS in general. This was intended to compensate for slower attacks having a greater interruption window (Overdraw takes 3.5 seconds to animate, well over half of which is time in which you could lose all stamina and time invested if someone hits you with an Interrupt effect). It's also not that huge of a discrepancy. Compare Basic Shortbow Strike (1.89 factor and 1.5 second animation) to Basic Longbow Strike (2.89 factor and 2.3 second animation): both are 1.26 df per second (the bonus longbow gets for slowness is roughly equal to the bonus shortbow gets for less range).

So make sure you're not just counting hits. Slower attacks are naturally going to throw up bigger numbers more slowly. Count time to get an accurate impression of how the attacks work.

All that said, the damage exponent may be a little too large, particularly for really slow attacks like Overdraw, so I'm looking at tweaking it a bit. The advantage is particularly problematic for ranged attacks, since kiting means you're rarely suffering interruptions and slower attacks will use less ammo over time once that's in. So I may actually look at how hard it would be to bend the math for ranged attacks in particular to favor faster attacks more.

Goblin Squad Member

I am not convinced that L Bows need nerfing. I would rather see how ammo, quivers, and costs affect things first.

Don't get me started on wizards, though! ;)

Goblin Squad Member

Stephen Cheney wrote:
All that said, the damage exponent may be a little too large, particularly for really slow attacks like Overdraw, so I'm looking at tweaking it a bit. The advantage is particularly problematic for ranged attacks, since kiting means you're rarely suffering interruptions and slower attacks will use less ammo over time once that's in. So I may actually look at how hard it would be to bend the math for ranged attacks in particular to favor faster attacks more.

One of the biggest things that should be changed imho is the ability run while firing the bow, especially for longer attacks such as overdraw. You should either have to stop running or suffer a major to-hit penalty when firing on-the-run. Similar things should be true for other ranged attacks, with maybe the quickest ones, like say half-draw being able to be fired with no penalty while moving. That would basically solve the whole kiting problem and be more realistic.

Goblin Squad Member

albadeon wrote:
Stephen Cheney wrote:
All that said, the damage exponent may be a little too large, particularly for really slow attacks like Overdraw, so I'm looking at tweaking it a bit. The advantage is particularly problematic for ranged attacks, since kiting means you're rarely suffering interruptions and slower attacks will use less ammo over time once that's in. So I may actually look at how hard it would be to bend the math for ranged attacks in particular to favor faster attacks more.
One of the biggest things that should be changed imho is the ability run while firing the bow, especially for longer attacks such as overdraw. You should either have to stop running or suffer a major to-hit penalty when firing on-the-run. Similar things should be true for other ranged attacks, with maybe the quickest ones, like say half-draw being able to be fired with no penalty while moving. That would basically solve the whole kiting problem and be more realistic.

Overdraw roots my toon for the cycle +.

Goblin Squad Member

Bringslite of Fidelis wrote:
Overdraw roots my toon for the cycle +.

Oh, my bad then. For the maybe 1-2 hours I had a bow I remember pretty much lots of firing on-the-run. Maybe that wasn't actually overdraw but the basic attack I was using?! Still, it seemed unrealistic to be able to do that (and still dealt major damage)... But if overdraw roots you and is still such a killer, then admittedly my proposal doesn't do much to solve that :-)

Goblin Squad Member

albadeon wrote:
Bringslite of Fidelis wrote:
Overdraw roots my toon for the cycle +.
Oh, my bad then. For the maybe 1-2 hours I had a bow I remember pretty much lots of firing on-the-run. Maybe that wasn't actually overdraw but the basic attack I was using?! Still, it seemed unrealistic to be able to do that (and still dealt major damage)... But if overdraw roots you and is still such a killer, then admittedly my proposal doesn't do much to solve that :-)

I agree that it should be looked at, in general. Wizards can do much the same. :)

Goblin Squad Member

Bringslite of Fidelis wrote:
albadeon wrote:
Bringslite of Fidelis wrote:
Overdraw roots my toon for the cycle +.
Oh, my bad then. For the maybe 1-2 hours I had a bow I remember pretty much lots of firing on-the-run. Maybe that wasn't actually overdraw but the basic attack I was using?! Still, it seemed unrealistic to be able to do that (and still dealt major damage)... But if overdraw roots you and is still such a killer, then admittedly my proposal doesn't do much to solve that :-)
I agree that it should be looked at, in general. Wizards can do much the same. :)

The damage factor on wizzie ranged spells is still a lot less than an overdrawn longbow though in game wizzies seem better, maybe they have a faster cooldown/animation.

Also odd is that both are significantly better than the best cleric melee spell Darkness. I would have expected a cleric in your face throwing spells to be at least on par in damge per second as an archer 30 metres away.

Goblin Squad Member

Bringslite of Fidelis wrote:
I agree that it should be looked at, in general. Wizards can do much the same. :)

Yeah that was the other ranged attack I was thinking about :-).

The other thing that bothered me about the bow is the line-of-sight issue, but that's probably more difficult from a programming pov.

But still, if I'm attacked at range, it should be possible to take cover behind a tree or hill, to let you at least figure out where the attack is coming from. And in return, if I have a bow, it should not be possible to tab-target a goblin on the other side of the hill (that I cannot even see) and shoot it right through the hill. Also, when I do that, it (edit: the goblin) should not immediately be able to tell where that attack is coming from. But those issues will probably also be dealt with in time...

Scarab Sages Goblin Squad Member

My biggest concern with short vs long bows is the way they each interact with the aggro mechanics in the current state, against relatively weak enemies.

Long bow: Fire Overdraw at a goblin scout or a bandit recruit in a group. That enemy dies instantly. Its allies don't realize they're under attack. Repeat as needed until all weak enemies in the group are dead, then shoot a stronger enemy. The number of enemies who swarm you when you hit the strong one is greatly reduced. Sometimes the strong one is alone by that point. While you're thinning the herd, kiting and interrupts come into play, because you haven't drawn any aggro from the survivors.

Short bow: Fire Deadly Aim at a goblin scout or a bandit recruit. It survives the first hit. Its allies notice that they're under attack, and the entire group swarms you.

Based on what Wysper said about ogres, the one-shot factor isn't the only problem, but for low level archers, it makes a big difference.

Will enemies ever notice when one of their group has suffered a one-shot kill?

Edit: The other portion of the problem is that for a long bow, the maximum damage factor (Max DF) feat is a primary attack, intended to be used at will, and for a short bow, the Max DF feat is a secondary, or conditional, attack, meant to be used situationally.

Goblin Squad Member

Proxima Sin of Brighthaven wrote:
What do you mean "after"?

It is simple. Release 8 or 9 is supposed to be an upgrade to the UI, an auction house of some kind (probably rudimentary) and bank (also likely rudimentary) right?

At least I thought I read that somewhere.

We have no idea what will be included in that UI upgrade. I think we need to see it before we ignite.

Secondly we are generally able to muddle through as is, but we do need a place to put all the weaponry and resources we gather once encumbrance kicks in. That means to me that 'someplace-to-put-stuff' should have precedence over the 'yeah-we've-been-able-to-muddle-through-but-it-is-really-a-PITA-trying-to-p lay-smart-in-nearly-complete-ignorance" stuff.

Besides, it takes fewer hyphens.

Goblin Squad Member

Well I wouldn't worry too much. I can't craft bows...

Can't find a "Moderate Acidic" to make Moderate Varnish. Forester is at 15 and went through every hex type.

I wonder if it might be cool if Apothocaries could make "Moderate" stocks from "Weak Extracts"?

Goblinworks Executive Founder

Scarlette wrote:

. I run a rogue with daredevil and bow specailization

Um... No you don't. Which one do you have slotted?

Goblin Squad Member

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DeciusBrutus wrote:
Scarlette wrote:
. I run a rogue with daredevil and bow specailization
Um... No you don't. Which one do you have slotted?

I expect this is a misunderstanding based on another failure to capitalize proper nouns.

Daredevil is a Rogue Feature. Bow Specialization is a Fighter Feature. It's not possible to have them both slotted at the same time. However, I expect Scarlette was talking about running with Daredevil slotted while specializing in using bows (as opposed to slotting Bow Specialization).

Goblin Squad Member

Nihimon wrote:
DeciusBrutus wrote:
Scarlette wrote:
. I run a rogue with daredevil and bow specailization
Um... No you don't. Which one do you have slotted?

I expect this is a misunderstanding based on another failure to capitalize proper nouns.

Daredevil is a Rogue Feature. Bow Specialization is a Fighter Feature. It's not possible to have them both slotted at the same time. However, I expect Scarlette was talking about running with Daredevil slotted while specializing in using bows (as opposed to slotting Bow Specialization).

I am finding a lot of people are having that sort of confusion. Or not slotting feats into the doll at all just armor and weapons. Also slotting things that do not work together like Crusader + Medium Armor.

Goblin Squad Member

DeciusBrutus wrote:
Scarlette wrote:

. I run a rogue with daredevil and bow specailization

Um... No you don't. Which one do you have slotted?

Correct, daredevil with archer

Goblin Squad Member

KoTC Edam Neadenil wrote:
...Crusader + Medium Armor.

Crusader requires Heavy Armour Proficiency, yes, but it gives no benefit to heavy armour-stuff. It boosts Base Defence Bonus, and Light and Heavy Melee Attack Bonuses, so there's no inherent malus to using medium armour with it.

Alpha 6 Clerics began with medium armour and the Cleric role currently requires Crusader--no option--for advancement, so, if nothing, else, we know where the "typical" usage comes from for pre-Alpha 7 players. If I'd not both read the Quick Start and remembered Alpha 6, I'd've likely been one of those who forgot to fill up all the slots I could on my paperdoll; it'll be easier to remember when more items have icons other than question marks.

Goblin Squad Member

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T7V Jazzlvraz wrote:
KoTC Edam Neadenil wrote:
...Crusader + Medium Armor.

Crusader requires Heavy Armour Proficiency, yes, but it gives no benefit to heavy armour-stuff. It boosts Base Defence Bonus, and Light and Heavy Melee Attack Bonuses, so there's no inherent malus to using medium armour with it.

Alpha 6 Clerics began with medium armour and the Cleric role currently requires Crusader--no option--for advancement, so, if nothing, else, we know where the "typical" usage comes from for pre-Alpha 7 players. If I'd not both read the Quick Start and remembered Alpha 6, I'd've likely been one of those who forgot to fill up all the slots I could on my paperdoll; it'll be easier to remember when more items have icons other than question marks.

OK I am unsure if you get the base effects (Base Defense Bonus +2, Light Melee Attack Bonus +7, Heavy Melee Attack Bonus +7, Wisdom +.091) with no keyword hits ? I suspect not but maybe you do maybe not. It would be good to confirm that.

HOWEVER:

Crusader keyword effects are:

• Hit Points +50 per Keyword
• Fortitude Defense Bonus +2 per Keyword
• Will Defense Bonus +1 per Keyword
• Bleeding Recovery Bonus +1 per Keyword
• Drained Recovery Bonus +1 per Keyword
• Slowed Recovery Bonus +1 per Keyword
• Power +23 per Keyword

Crusader looks for the keyword HEAVY and gives boosts based on that keyword (plus some others like BLESSED but not MEDIUM):

1) My understanding is if you slot Crusader at the same time as slotting Medium +0 armor none of its keyword benefits will be enabled as medium +0 (normal or cleric) only has the one keyword MEDIUM. Crusader will do nothing it is not triggered by MEDIUM.

2) Now if you slot Crusader with +1 Medium Cleric armor, which has two keywords on the armor MEDIUM and BLESSED then the Crusader feat will be triggered by the BLESSED keyword but the MEDIUM keyword still does nothing. Hence in this scenario you get Crusader benefit the once only for the hit on the BLESSED.

3) Third scenario. Slot Crusader and also slot Heavy +1 cleric armor. Now this armor has two keywords HEAVY and BLESSED and Crusader gets a hit with both. So double the Crusader effects (twice the HP benefit etc) because two keywords match.

The same with Evangelist and Healer. They look for the keyword MEDIUM. If you slot Evangelist at the same time as + 0 Heavy armor none of its keyword benefits will accrue either. Again I do not know about base benefits.

Note I have tried this in game.
- Evangelist plus medium cleric +0 gave me expected single HP boost
- Evangelist plus my Medium +1 Cleric armor gave me double HP boost
- Evangelist plus Standard Heavy gave no HP boost at all
- Crusader plus medium cleric +0 gave me no HP boost at all
- Crusader plus my Medium +1 Cleric armor gave me single HP boost (BLESSED)
- Crusader plus Standard Heavy gave me single HP boost (HEAVY)

Moral of the story - slot Crusader with Heavy Armor and Evangelist or Healer with Medium Armor.

Goblin Squad Member

Thanks for going into more detail than I, Edam; your explanation and understanding are more complete than mine. I've not yet delved into the keyword-linkages of everything, so I probably shouldn't've risked giving an incomplete answer

Unfortunately, it's one minute past when I can delete it, though :-/.

Scarab Sages Goblin Squad Member

KoTC Edam Neadenil wrote:
Nihimon wrote:
DeciusBrutus wrote:
Scarlette wrote:
. I run a rogue with daredevil and bow specailization
Um... No you don't. Which one do you have slotted?

I expect this is a misunderstanding based on another failure to capitalize proper nouns.

Daredevil is a Rogue Feature. Bow Specialization is a Fighter Feature. It's not possible to have them both slotted at the same time. However, I expect Scarlette was talking about running with Daredevil slotted while specializing in using bows (as opposed to slotting Bow Specialization).

I am finding a lot of people are having that sort of confusion. Or not slotting feats into the doll at all just armor and weapons. Also slotting things that do not work together like Crusader + Medium Armor.

People who don't check here for spreadsheets and guides have little way to know what their passive feats support right now. There's nothing inherent in the word Crusader to suggest that it only works with heavy armor.

Goblin Squad Member

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Well it is more that it does not work with the MEDIUM keyword so +0 medium armor with only that keyword will not trigger it.

Whereas all Heavy armor has HEAVY so that will give you at least one keyword matchng and possibly more.

Another example is a cleric wearing +1 heavy normal armor. That armor has two keywords HEAVY and MILITARY. Crusader dos not have MILITARY so you would only get a hit with keyword HEAVY. In this example you would be better off slotting something like Unbreakable (which uses keywords HEAVY and MILITARY) instead of Crusader as you get two keywords to match not just one - even though it is designated for fighters it matches the armor better.

Goblinworks Game Designer

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If you have Crusader in the T1 range, Yew and Iron Splint is your best T1 armor, but Novitiate's Scale (medium) is roughly comparable to Hide and Steel Banded (heavy): the scale doesn't have the Heavy keyword but the banded doesn't have Blessed. All three armors have the Distributed keyword that Crusader picks up at rank 4.

Goblin Squad Member

Bringslite of Fidelis wrote:

Can't find a "Moderate Acidic" to make Moderate Varnish. Forester is at 15 and went through every hex type.

I can't actually help with that but wanted to point out that going to every hex type might not be sufficient, because different hexes of the same type have different resources.

I myself have a problem making sepia crystals: despite having filled up all the necessary ingredient slots, the field "add to queue" just cannot be clicked?! All the other recipes seem to wor just fine.

Goblinworks Executive Founder

Albadeon: are you maybe using the same item in more than one slot? I've tested that and the interface was unclear enough to file a bug on it.

Goblin Squad Member

albadeon wrote:
Bringslite of Fidelis wrote:

Can't find a "Moderate Acidic" to make Moderate Varnish. Forester is at 15 and went through every hex type.

I can't actually help with that but wanted to point out that going to every hex type might not be sufficient, because different hexes of the same type have different resources.

I myself have a problem making sepia crystals: despite having filled up all the necessary ingredient slots, the field "add to queue" just cannot be clicked?! All the other recipes seem to wor just fine.

I took that into consideration. I went to multiples of every type. In addition, grinding many mobs for subsitutes. No one that I asked (multiple venues) had an answer for the single missing piece: Moderate Acidic. This became obsession. To craft Moderate Varnish. I think it was overlooked in this loadout of the Alpha. I may be wrong. It wouldn't be the first time. :)

If anyone reads this, and found the answer, please speak up...

Goblin Squad Member

DeciusBrutus wrote:
Albadeon: are you maybe using the same item in more than one slot? I've tested that and the interface was unclear enough to file a bug on it.

I'm not sure and have no way to check now, but possibly that might be the problem. For most slots I had multiple options and tried several variations, but for one slot I could only use one resource. I thought maybe that was where the problem was, as that had a count of 0, but would still let me add it. But other recipes where I added these count 0 ingredients have worked just fine. It seemed to be mostly stuff dropped by killed enemies, and since I did that quite a lot, I figured that 0 may be something like "100+"

Goblin Squad Member

@ Stephen Cheney

Novitiate's Scale and Hide & Steel Banded are significantly easier to make compared to Yew and Splint, which requires Moderate Varnish (lvl 11 Apothecary with 15 rarer resources).

I would probably wait for Priest's Scale at that point. I bet it would take you just as long to get all mats together, level 13 Armorsmith, and the Recipe as it takes to get some of the more rarer resources in that Moderate Varnish.

Goblin Squad Member

Another problem, which I am sure that the Devs heard about: Copper ore.

Goblin Squad Member

SECOND IMPRESSIONS

Things I noticed that would help me play a more enjoyable game. The blue lettering is too dark and unreadable without straining or flat impossible to read. The chat box is too small to read very well. There really needs to be some kind of small arrow on the side of the mini-map showing where the leader of the party is. One of the biggest hassles while teamed up was saying "Where are you guys now?" when they moved off the screen while you were busy with something else or you died or you crashed. IF there is some kind of arrow or bead of color that moves along the mini-map to point in the direction of the party leader, it would be so much easier. Took forever to get Mage Robes. The same for just about any armor. Lots of bugged recipes.

This time, knowing about the tutorial at the statue and having the quick start guide made it so much easier to get into things. It was a lot more fun. I got into harvesting and crafting late but what I did do was enjoyable. Didn't realize until the very end that if I got at least a one in each of my role's orisons/cantrips/etc. and skills, I would improve my stat. Heck of a lot cheaper than buying ranks at all the crafters.

Looking forward to the company setup and trading. A weekend well spent in front of my computer this time.
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Goblin Squad Member

Thanks for pointing that out, Cheatle. I'd not even heard of Yew and Splint until Stephen mentioned it; now I know why :-/.

Goblin Squad Member

<kabal> Bunibuni wrote:
...if I got at least a one in each of my role's orisons/cantrips/etc. and skills, I would improve my stat. Heck of a lot cheaper than buying ranks at all the crafters.

But, for some, more confusing, because one ends up with a ton of slottable Feats without tooltips, so one has to move them in and out of one's hotbar one-at-a-time to make comparison, or--once again--head for the spreadsheets. It became easier, taking advantage of this being Alpha and high-experience-rate, to buy all the passives one could get one's hands on, and not to worry, yet, about developing one's character as one will choose in Early Enrollment.

I know I'm an information junkie, but my whole Alpha experience has revolved around the so-badly-needed tooltips. I don't seem to go more than a minute or two without needing them.

Grand Lodge Goblin Squad Member

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From what I'm seeing, a lot of your Tier 1 equipment requires components that are extremely rare, especially Bows. First, there is the problem of Hemp, you can't harvest it anywhere as far as I can tell. I haven't heard of anyone actually harvesting Hemp, you have to use the Salvage Replacements, and those seem to be rare. This affects more then just bows, but when the first think you want to do is get a weapon you notice it fast. Additionally, Bloodflower Gum seems to be incredibly rare, I heard of one person getting one of them this weekend. To make matter's worse with the Bloodflower Gum (Weak Adhesive) it's Salvage replacements are also rare.

Another problem a lot of people were having was with Cotton, the only nodes I ever found Cotton in were Trash nodes, though once I had enough scavenger skill I was finding it just about everywhere in Trash nodes.

Over all, most of the basic T1 equipment seems to require at least one "rare" ingredient that will seriously impact the speed people can get equipped with minimal basic gear.

On another note, people complaining about Bows being OP, in this Alpha there is one thing that makes this totally true. There is no Stamina cost for Running. Once it costs Stamina to run, kiting will be a lot harder because the mobs can catch up to you a lot easier. This will mean you will want a "Tank" to hold the attention of the enemy while you stand still shooting.

Goblin Squad Member

I agree that the "bow question" needs to see full implementation of mechanics before nerfing. I would suggest a couple of things that need looking at, though.

1. Mob groups should aggro, even when a single shot kills one.

2. I fear to see tier 2 or 3 L bows in the hands of skilled archers. A plain hunter's bow served me up into tier 2, quite well

Goblin Squad Member

Question. How far does local chat travel? The entire hex or a given radius?

Goblin Squad Member

Off the top of my head, I remember them saying General would eventually be hex-wide, and Local was more like your immediate area.

I would think they'd make Local visible to folks who are close enough to be on your Local Map (what Ryan calls the mini-map, perhaps with good reason :) )

Grand Lodge Goblin Squad Member

Bringslite of Fidelis wrote:
1. Mob groups should aggro, even when a single shot kills one.

If they can work it, I'd like an exception to this to be firing from stealth, which should leave you in Stealth but give the Mob group a bonus to spot you with an immediate perception check. (This is for PvE only.)

I haven't tried it, but I'm fairly certain I can currently shoot a PC from stealth using Overdraw (longbow) and re-stealth immediately from far enough away that I would disappear again. I'll test that next weekend :)

Goblin Squad Member

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If there were an exception, maybe it should be limited to crossbows - give them a purpose. Standing up with a 6 foot long bow and taking a shot would be more visible than a crossbow that could be fired prone or near-prone.

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