Dev Blog: Open Enrollment Alpha Access and Combat Updates


Pathfinder Online

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Tyveil wrote:
Great stuff. I hope sound, animations, and combat are continually being worked on throughout even though we don't hear about them in these updates. They really need some tweaks to make the game feel more solid.

This, this, this...my greatest concern currently, however, I'm sure they are still working on ambience, sounds and combat but would be reassuring to hear more about these systems current state and plans for their future,

Goblin Squad Member

Really interesting blog. Won't be able to log in until end of Sept but really looking forward to it when I do.

Thank you so much Goblinworks... "Stay thirsty my friends."


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Russell Hunt wrote:
Tyveil wrote:
Great stuff. I hope sound, animations, and combat are continually being worked on throughout even though we don't hear about them in these updates. They really need some tweaks to make the game feel more solid.
This, this, this...my greatest concern currently, however, I'm sure they are still working on ambience, sounds and combat but would be reassuring to hear more about these systems current state and plans for their future,

Yeah a friend of mine ripped into PFO accusing it of having 1990's graphics :) He didn't seem too concerned for the fact that it is still in Alpha; but he had a good point. Folks have a choice and gameplay is not the only thing they base their decisions on.

But that brings up a good point: any chance future blogs could also include progress on the aesthetics of the game?

Goblin Squad Member

sspitfire1 wrote:
...progress on the aesthetics of the game?

Given how vital those are to a segment of the gaming community, I can only imagine they'll be front-and-centre when there's something to talk about. Lack of discussion will thus also say "no change yet" quite clearly.


Referring to Ranged attacks making you stationary.
1. Does this mean only spells that create damage are affected or will beneficial spells also be affected?
2. Does this mean that spells with the "Melee" descriptor will not be affected by this change?

Thanks,

Grand Lodge Goblin Squad Member

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Well, so much for my attacking anything solo while I'm out harvesting. Really wish they excluded Shortbows from that list.

BTW, this won't effect Longbow users as much as you think for soloing large camps. They will still kill one mob, run away until everything leashes, then go back and kill another one. Shortbow users have the little problem of being well within NPC archer attack range, and short running distance of meele's when they fire their shots.

Goblin Squad Member

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Targeting update did not mention the critical issue of clicking/targeting on mouseup. We definitely need that to be addressed in order to remove accidental targeting and unintended reploss.

Scarab Sages Goblin Squad Member

Any update on the alpha mac client?

Goblin Squad Member

Why would a Rogue bother with Shortbow?

One of the only advantages that shortbows had over the longbow was that they allowed for more mobility (not as many feats tied to being stationary, and at least one specific feat tied to being used while moving).

If you also consider that to advance in Rogue you also have to gain Martial Achievements, the shortbow is a poor use of experience and time.

With this new system of rooting the shooter,the groups are far better off going with Longbow / Shortsword combination.

Longbow for the greater distance that you may get off 2 shots, then a quick switch to melee weapons (short swords). This way you can still pull targets and build Martial for kills, and also gain Subterfuge for the kills you get with short swords.

This won't stop the leasing / aggro breaking that occurs because of the Mob's AI. As the rest of the Mobs, turn and run back to their starting point, you can start shooting them in the back until they reaggro and come back to you.

Rinse, Repeat.....

The issue was not the mobility of caster / shooters, it was the Mob's stupid AI.

Another Tip for Melee: Dual Wield One Martial / One Subterfuge Weapon to gain kills towards achievements in both.

Goblin Squad Member

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sspitfire1 wrote:
Yeah a friend of mine ripped into PFO accusing it of having 1990's graphics :) He didn't seem too concerned for the fact that it is still in Alpha; but he had a good point. Folks have a choice and gameplay is not the only thing they base their decisions on.

Another good point is that they've said all along that they are aiming at a limited market, and despite many of us thinking we know exactly what that market is, there probably aren't many that do.

;-P I'm hoping it's me, because I'm already pleased with the graphics, and they can only get better.

Goblin Squad Member

Guurzak wrote:
Targeting update did not mention the critical issue of clicking/targeting on mouseup. We definitely need that to be addressed in order to remove accidental targeting and unintended reploss.

I've mentioned this as well, and it has not been directly addressed as something they will fix. The Devs have acknowledged why it happens, but I've not seen a solution that they are thinking of trying.

If they are not considering it to be a big deal (ie corner case), they can just watch player groups doing escalation decline as a result of it.

Goblin Squad Member

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Drake Brimstone wrote:

Well, so much for my attacking anything solo while I'm out harvesting. Really wish they excluded Shortbows from that list.

BTW, this won't effect Longbow users as much as you think for soloing large camps. They will still kill one mob, run away until everything leashes, then go back and kill another one. Shortbow users have the little problem of being well within NPC archer attack range, and short running distance of meele's when they fire their shots.

Distant Shot for the Short Bow can accomplish this plus get the Burning effect. When I soloed large groups of Mobs, this was my primary attack.

Goblin Squad Member

sspitfire1 wrote:
Russell Hunt wrote:
Tyveil wrote:
Great stuff. I hope sound, animations, and combat are continually being worked on throughout even though we don't hear about them in these updates. They really need some tweaks to make the game feel more solid.
This, this, this...my greatest concern currently, however, I'm sure they are still working on ambience, sounds and combat but would be reassuring to hear more about these systems current state and plans for their future,

Yeah a friend of mine ripped into PFO accusing it of having 1990's graphics :) He didn't seem too concerned for the fact that it is still in Alpha; but he had a good point. Folks have a choice and gameplay is not the only thing they base their decisions on.

But that brings up a good point: any chance future blogs could also include progress on the aesthetics of the game?

We can all say as much as we want that game play is greater than graphics, but in reality, PFO game play is not going to be greater than many other games it is competing with.... So, the graphics are costly.

Goblin Squad Member

Caldeathe Baequiannia wrote:
...I'm already pleased with the graphics, and they can only get better.

I'm not crazed about the close-up graphics on the character-select screen, but, as in so many other games, that's the last time I see myself looking like that. Once I'm in-game, I'm immersed in the game-play, and the graphics--in my opinion--are just fine for this stage.


im not really worried about the graphics, but why the game is so system demanding and sluggish? sometimes i think they should convert it to isometric or tophead view.

Goblin Squad Member

Kabal362 wrote:
...why the game is so system demanding and sluggish?

As more people have been reporting the same, I've started to wonder whether optimising is climbing the to-do list at Goblinworks.

Goblin Squad Member

Stephen Cheney wrote:
KarlBob wrote:
Does "various adjustments to resources and loot" include fixing the party loot bug, in which items like recipes were being split into non-functional fragments?

Yep.

I don't think it will retroactively fix broken recipes, though, sorry.

Hey, an answer... I asked you that several times in a thread you were active it and you ignored the question. All you had to say is, dont know yet. Since its alpha, it doesnt matter at all. If it works then cool, if not oh well.

Keep up the good work Stephen! (no I am not being sarcastic)

Goblin Squad Member

I have been trying out melee... I must say, I do not know what the concerns are with ranged. I can kill mobs much quicker, but not the ogres and etc. Give me a button (yep coming) to target players and I would be happy.

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