Dev Blog Update for Alpha for the weekend of September 20th


Pathfinder Online

CEO, Goblinworks

Release Notes Ahoy!

Goblin Squad Member

Ryan Dancey wrote:
Release Notes Ahoy!

Thumbs up!!


1 person marked this as a favorite.

BOO on the rooting! LoL Seriously I hate rooting, doesn't matter what game and refuse to play a game that uses such a mechanic.

Not trying to be a forum meanie here but I needed to say it and I know I am not alone in this sentiment alpha or not.

Goblin Squad Member

It's a temporary fix until the other balancing mechanisms for ranged combat are implemented.

Goblin Squad Member

Use a sword instead of a bow and not get rooted....as much.

I'm digging the gathering and recipe tweaks. It will take a lots of samples from the crafting to see how it is working out, because the system is designed to take a long time to master as a crafting character. But it will be fun to score that first tier 2, then tier 3 item, and it should make a big difference once they are in play.

Grand Lodge Goblin Squad Member

What is the "gusher" system?

Goblin Squad Member

Exocrat wrote:
What is the "gusher" system?

Some gathering nodes will supply a much greater amount of resources than normal. I don't know if it is in yet, but when you hit a gusher node, it does not go unnoticed and creatures come to attack the harvester. That encourages group play and group harvesting. There has also been mentioned deployable kits that can assist in the harvest of a gusher, but I think that will be later in development.

Goblin Squad Member

I am completely in favor of attempting the rooted-ranged attacks - except we cannot cancel animations once they have begun, thus we will be unable to abort a poorly timed shot to continue to flee.

How hard would it be to implement something to allow interruption of the animations, I wonder?

CEO, Goblinworks

Gushers not in.

Interrupting animations not possible in time for this update.

Goblinworks Executive Founder

"Lending a hand" is now the in-joke for doing something completely redundant when one was expected to fill a different niche.

Goblin Squad Member

The (rather bad, especially regarding crafting times) bug that prevented skill increase through training from showing (and working) correctly, when the skill had been increased by your race-template is not mentioned. Has that been fixed?

Goblin Squad Member

Bluddwolf wrote:
Ryan Dancey wrote:
Release Notes Ahoy!
Thumbs up!!

Bluddwolf,

There was a bunch of updates, fixes, and rebalancing, anything in particular that stood out for you? :)

Goblin Squad Member

Giorgo wrote:
Bluddwolf wrote:
Ryan Dancey wrote:
Release Notes Ahoy!
Thumbs up!!

Bluddwolf,

There was a bunch of updates, fixes, and rebalancing, anything in particular that stood out for you? :)

In particular I am pleased that it appears the accidental targeting of PCs has been addressed. That fixes the most detrimental flaw in the targeting system. I cross my fingers and hope it works, for GW's sake.

After a bit of gameplay last night, in a well balanced group, we came to a consensus that rooting of caster / shooters will play no significant hindrance. The Devs have always laughed at the thought of solo play, and trying to solo a group of mobs is meant to be extremely difficult or time consuming. It still doesn't fix the real issue, that the mobs are exceptionally stupid.

I have a new issue with the requirements of achievements, in particular for those trying to accumulate subterfuge, that I hope they address. That discussion I have in another thread.

Goblin Squad Member

Thanks for the reply. I believe that that todays update will go a long way to making the game more stable,more playable and less frustrating.

The PVE mobs are just "moving harvesting nodes that fight back" (as was indicated recently on another thread), and that the complexity of their AI & Escalations is something that will be largely determined threw future crowdforgeing efforts (this has been mentioned by multiple devs).

I look forward to playing tomorrow, I still haven't been able to visit Forgeholm's hex. :(


Calistin wrote:

BOO on the rooting! LoL Seriously I hate rooting, doesn't matter what game and refuse to play a game that uses such a mechanic.

Not trying to be a forum meanie here but I needed to say it and I know I am not alone in this sentiment alpha or not.

I am OK with rooting if that's what they think is right, but I wish it fixed a problem.

I have become very sad at the combat imbalance of the game, because it's not going to get fixed before EE release. I think EE is going to be much more alpha than I thought. A tinge of regret on that one.

I can't see how combat at any level will be anything but heavily ranged due to the mechanics that allow for not only low-specced players to DPS with a bow, but the opening of opportunity the whole time you are running in.

I guess it's cool that they are (hopefully) going to balance this before WoT opens, but if they don't start really working on balance of pvp, this will be a game where one build is OP, and I was hoping for 'depth and creativity' from this one.

Goblin Squad Member

What will we buy items listed in the auction house with?

Grand Lodge Goblin Squad Member

The Copper you get as drops from some mobs is currency. That is likely what you will be buying stuff with.

CEO, Goblinworks

Exactly. Coin is your currency.

Grand Lodge Goblin Squad Member

I noticed that the Achievement Requirements for Apothecary aren't listed as being fixed. Does this mean it still requires Adventure Achievements instead of Crafting Achievements for levels 2-4?

Goblin Squad Member

Oh, I thought that was never going to be "tangible?"

Grand Lodge Goblin Squad Member

I believe it was said that the coin is tangible until it is deposited, then it converts to non-tangible. This way you can still be "robbed" after a long outing of killing, say bandits, of what you collected on THAT trip, but they won't be able to take what you already have banked and still have access to all your money when going between settlements for purchases.

CEO, Goblinworks

Current plan is that coin is not threaded, does not suffer item damage, can't be looted and has no encumbrance effect. It's virtual.

Goblin Squad Member

Ryan Dancey wrote:
Current plan is that coin is not threaded, does not suffer item damage, can't be looted and has no encumbrance effect. It's virtual.

Boo. Hehe.

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