Alpha 10.1 deployed


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CEO, Goblinworks

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Today (Saturday 25 Oct) we deployed Alpha 10.1

This is a stability and bug fixing update with no new features. This update should address several problems with the War of Towers code.

Goblin Squad Member

Yay!

Goblin Squad Member

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Bug fixes, the best kind of update

Honestly, keep the features till the bugs are gone. Best way any gaming company has worked. Deploy a feature, and do nothing but fix it before deploying another.


Happy Dance

Scarab Sages Goblin Squad Member

What Xeen said, many times over. Fixing features is one area where GW should strive not to follow CCP's lead, but to exceed their example.

Goblin Squad Member

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Still not seeing the ability to link Forgeholm to Deepforge Company, or Lightbringer. Not sure what the issue is there, but it makes EE a no go for our settlement. That needs to be fixed.

CEO, Goblinworks

If you have not received confirmation from Lee that he was able to set up your Settlement, assign a Settlement Leader, and add a Company to your Settlement, then you are not ready to compete in War of Towers.

Lee has been sending emails to the people who are on his list as the Settlement leaders and has not been getting many replies. Please verify that you've done this, and received confirmation from Lee that he was able to successfully set you up.

If you're not set up, you can't compete.

CEO, Goblinworks

Yeah, tried to manually attach Deepforge Company to Forgeholm. Get error message "forgeholm does not exist". You're not set up.

Goblin Squad Member

Ryan Dancey wrote:
Yeah, tried to manually attach Deepforge Company to Forgeholm. Get error message "forgeholm does not exist". You're not set up.

Thanks for checking into that! We appreciate it!

Grand Lodge Goblin Squad Member

Three important questions for war of towers after EE

1) Do companies carry over?
2) Do we have to set them up ourselves again?
3) When are towers available?
4) Do we need to get assigned as leaders a after EE again

Emerald Lodge is still not in control of the settlement. Maybe it is easiest to start from scratch if everything is scratched. The issue is that Emerald Lodge company has no (longer) a leader and the leader (me) is also the leader of the settlement.

But if it doesn't get scratched, then it is important that we are properly set up.

I just tried and successfully generated a second company - Emerald Lodge 2 - but off course this one has none of the 10+ towers and no members (apart of myself) and also isn't linked to the settlement.

Will try another e-mail to get it sorted. But Emerald Lodge is effecticly leaderless since a week (in game - there is lots you can do out of game to compensate).

Goblin Squad Member

TEO is still not in control of Brighthaven.

We are still having the same problem as Thod mentions, also we are still having the occasional "teleport."

Grand Lodge Goblin Squad Member

The whole company business still seems 'weird'.

I now founded a second company with Thod - 'Emerald Lodge 2' as people asked to join and I can't tell them for a week now - sorrry - I can't take you on - the program doesn't allow it.

So I talked someone new through the prodecure. Send a /vcinvite and he is doing a /vcaccept. Nothing happens - try again - he has an invite already.
On a third attempt I get a message - he is already a member.

I try /companysearch - he isn't listed.

He is doing /companysearch - he is listed

I do /companysearch with a different character - he is listed as member

I log out and do /companysearch again - still he isn't listed. I also had updated the description and it shows for my other character but not for the leader.

I try to do a companyapply with the other char - doesn't show up yet with the leader. We are talking by now 10+ minutes delay

Haven't managed yet with the other char to join despite 2 /vcinvite and 2 /vcaccept


Thod wrote:

The whole company business still seems 'weird'.

I now founded a second company with Thod - 'Emerald Lodge 2' as people asked to join and I can't tell them for a week now - sorrry - I can't take you on - the program doesn't allow it.

So I talked someone new through the prodecure. Send a /vcinvite and he is doing a /vcaccept. Nothing happens - try again - he has an invite already.
On a third attempt I get a message - he is already a member.

I try /companysearch - he isn't listed.

He is doing /companysearch - he is listed

I do /companysearch with a different character - he is listed as member

I log out and do /companysearch again - still he isn't listed. I also had updated the description and it shows for my other character but not for the leader.

I try to do a companyapply with the other char - doesn't show up yet with the leader. We are talking by now 10+ minutes delay

Haven't managed yet with the other char to join despite 2 /vcinvite and 2 /vcaccept

I suspect this is why they got the prenatal Company tech in sooner rather than later. Like the AH, it is another big database management cluster funk. It might actually be easier for them to sort it all out when they have players like you telling them how it is and is not working.

Goblin Squad Member

I too have a member I can't add to Keeper of the Circle. I try, they do the accept and never show up. I send another invite and it says they are already a member, just like what Thod is describing.

Goblin Squad Member

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EE in just a few days.... I hope not, it is not ready and they will do enormous damage to PFOs reception within the gaming community.

Stop with setting a date for EE, and instead use a build number to signify the launch of EE. If we are on 10.1 right now, instead say EE will be after build 12.0. This could give you weeks or even months and no one could say you missed a date or pushed it back.

Goblin Squad Member

@Bluddwolf,

Me and many in my company feel exactly the same. :(

Goblin Squad Member

I have pretty much stopped playing due to EE being so close, but I agree it is not ready and would be happy to see Alpha go another 2 to 4 weeks if it got more sorted during the extra time.

My client works fine but still says 10.0 btw ... just saying.


The patcher has never reflected the current patch number, because it's separate. It's the 10.0 patcher, not the 10.0 patch.

Goblin Squad Member

One bug I honestly feel you MUST fix prior to launch of EE is the bug where a mob is invulnerable.

I just reinstalled after a month hiatus and the second mob spawn I fought had an invulnerable Broken Captain. I didn't know it was invulnerable as I just figured I was missing.

With the way you have archers rooted and how it takes a few attacks to realize they are bugged, this IMHO is game breaking. I went back just to kill him when he was unbugged but then logged off...

Goblin Squad Member

One other thing... my character is rooted not just for firing the arrow but for a significant amount of time after. Is that normal? And if so does that make sense? Why could I not move after I fire?

Goblin Squad Member

Calidor Cruciatus wrote:

One other thing... my character is rooted not just for firing the arrow but for a significant amount of time after. Is that normal? And if so does that make sense? Why could I not move after I fire?

Outside of being grouped up, or unless you are using a Long Bow, using a Short Bow is seriously gimped.

You are correct the rooting begins as soon as you hit the key to fire, during the animation of firing and then for a second or two after firing. Rooting also includes not being able to pivot, so you can't even keep your target in view.

I'm not sure what this rooting thing was supposed to fix, probably someone got owned by an archer and whined about it.

If you want a short ranged attack, train Wizard (Wand) feats of Downward Burst and Windrider. They are both broken, are set to auto crit, and can be spammed to generate nearly perma stun.

Goblin Squad Member

Bluddwolf wrote:
Calidor Cruciatus wrote:

One other thing... my character is rooted not just for firing the arrow but for a significant amount of time after. Is that normal? And if so does that make sense? Why could I not move after I fire?

I'm not sure what this rooting thing was supposed to fix, probably someone got owned by an archer and whined about it.

My impression was rooting was a serious over-reaction to the fact that noob characters with no armor were a lot more effective than guys with clubs for the first few hour before they got armor. Even with rooting it remains that way, a new character with no friendly players around to give gear is far better off with the free shortbow and distant shot until they get armor.

The free exploit attack also has good synergy with ranged as most targets are either charging you or shooting at you and present opportunity therefore making bows good weapons for new players with no game knowledge and minimal trained skills.

That and the fact that if you want to waste ages doing it you could pick off quite high level mobs by kiting and targeting one high level boss at a time.

What seemed to be missed though is ranged may have been good at isolating prime high level dangerous targets (and with auto-loot getting the recipes or spells without having to kill the whole mob first) however bow shooting can never achieve the huge low-to-medium-difficulty kill rates of area attacks like cleave, whirlwind, wilting surge and Wraiths Cry.


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Bluddwolf wrote:
Calidor Cruciatus wrote:

One other thing... my character is rooted not just for firing the arrow but for a significant amount of time after. Is that normal? And if so does that make sense? Why could I not move after I fire?

Outside of being grouped up, or unless you are using a Long Bow, using a Short Bow is seriously gimped.

You are correct the rooting begins as soon as you hit the key to fire, during the animation of firing and then for a second or two after firing. Rooting also includes not being able to pivot, so you can't even keep your target in view.

I'm not sure what this rooting thing was supposed to fix, probably someone got owned by an archer and whined about it.

If you want a short ranged attack, train Wizard (Wand) feats of Downward Burst and Windrider. They are both broken, are set to auto crit, and can be spammed to generate nearly perma stun.

Downburst is far from broken, Nihimon can attest to that. Anyone getting owned by those two attacks needs to learn how to not provoke by walking and use charge attacks. Shields have a great Charge (10 meters) + Knockdown vs. Opportunity attack. Same with Spear, only 24m Charge. Only the light knife and one-handed blunt weapons do not have a charge attack (which might be something to remedy in the future).

Ranged rooting is a temporary place holder for whatever GW has planned for in the future. GW was well aware that throwing stationary on all ranged attacks would root them far longer than they (or we) would want. But the other alternative was bows and wands/staves being "I win" buttons, not to mention level 0 players being able to solo mobs well beyond them with nothing but a longbow.

One direct benefit of range being rooted is players being able to flee unsolicited PvP combats without being chased and shot at the same time by someone with range.

The long term fix for ranged, from what I understand, includes rooting. But the rooting will not last as long- I'm guessing only as long as the actual attack animation rather than the full duration of the attack.

Goblin Squad Member

sspitfire1 wrote:

Only the light knife and one-handed blunt weapons do not have a charge attack (which might be something to remedy in the future).

One handed blunt do get a "Brave Sir Robyn ran away" tactic that works a bit like windrider to compensate.

There is always the utility bullrush and charge attacks as well.

Goblin Squad Member

sspitfire1 wrote:
Bluddwolf wrote:
Calidor Cruciatus wrote:

One other thing... my character is rooted not just for firing the arrow but for a significant amount of time after. Is that normal? And if so does that make sense? Why could I not move after I fire?

Outside of being grouped up, or unless you are using a Long Bow, using a Short Bow is seriously gimped.

You are correct the rooting begins as soon as you hit the key to fire, during the animation of firing and then for a second or two after firing. Rooting also includes not being able to pivot, so you can't even keep your target in view.

I'm not sure what this rooting thing was supposed to fix, probably someone got owned by an archer and whined about it.

If you want a short ranged attack, train Wizard (Wand) feats of Downward Burst and Windrider. They are both broken, are set to auto crit, and can be spammed to generate nearly perma stun.

Downburst is far from broken, Nihimon can attest to that. Anyone getting owned by those two attacks needs to learn how to not provoke by walking and use charge attacks. Shields have a great Charge (10 meters) + Knockdown vs. Opportunity attack. Same with Spear, only 24m Charge. Only the light knife and one-handed blunt weapons do not have a charge attack (which might be something to remedy in the future).

Ranged rooting is a temporary place holder for whatever GW has planned for in the future. GW was well aware that throwing stationary on all ranged attacks would root them far longer than they (or we) would want. But the other alternative was bows and wands/staves being "I win" buttons, not to mention level 0 players being able to solo mobs well beyond them with nothing but a longbow.

One direct benefit of range being rooted is players being able to flee unsolicited PvP combats without being chased and shot at the same time by someone with range.

The long term fix for ranged, from what I understand, includes rooting. But the rooting will not last as long- I'm guessing only as...

IMHO being 100% rooted is silly. I don't care if it's temporary or not.. it's already been in game for a month or so because that's when I last played. Being 100% rooted not only when you fire the arrow but them for a long time afterwards is even worse...

At worst they should make it so movement would break your attack... but being "self stunned" for this long of a duration is silly. Other games actually build character classes around crowd control to "STUN" you for 1/2 the time you are self stunned due to this mechanic every time you fire.

Like I said, I installed and patched from V8.X to 10.1, and shut down after my second mob encounter. That's real and honest feedback. Take it for what it's worth.

Goblin Squad Member

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Also my limited understanding is that by "temporary" we probably are talking 6 to 12 months with ranged rooting rather than 2 or 3 weeks. I am happy to be corrected on this by someone from GW.

My personal hunch is that if the player community acquiesce and manage to work around the ranged rooting fix it will be pushed far enough down the "to do " list that it eventually becomes a permanent game feature.

It is very important in these early stage that people do not over-react to perceived game balance issues that will likely fix themselves as more features are implemented as this is a crowd-forged game meaning you get what you ask for whether its a good thing long term or not not.

Goblin Squad Member

And I guess there will be a lot less advantage to use ranged weponry when ammo comes around, of course depending on how they implement it.

Goblin Squad Member

Bluddwolf wrote:
I'm not sure what this rooting thing was supposed to fix, probably someone got owned by an archer and whined about it.

Well, as someone not competent at fighting, I was able to farily quickly solo large groups of Ogres, even with several reds. That is no longer an option. I could theoretically do it, but I'd have to be a lot more careful to not get dead, and it would take a lot more time with quite a bit of running away in the middle.

Goblin Squad Member

Calidor Cruciatus wrote:
One bug I honestly feel you MUST fix prior to launch of EE is the bug where a mob is invulnerable.

This is not a bug. You're being interrupted. Yes, they need to do a better job of letting you know you're being interrupted.

Goblin Squad Member

Nihimon wrote:
Calidor Cruciatus wrote:
One bug I honestly feel you MUST fix prior to launch of EE is the bug where a mob is invulnerable.
This is not a bug. You're being interrupted. Yes, they need to do a better job of letting you know you're being interrupted.

So I was interrupted 5 or 6 shots in a row in 1-1 ranged combat? against a white con ranged mob? That seems very unfortunate if that is in fact the case. Even my first shot did no damage.

I'm not saying you are wrong, but it seems unlikely to me that was the case, and if it was the case it needs fixing.

When I went back to the same mob I had no problem killing it...

Goblin Squad Member

Calidor Cruciatus wrote:
Nihimon wrote:
Calidor Cruciatus wrote:
One bug I honestly feel you MUST fix prior to launch of EE is the bug where a mob is invulnerable.
This is not a bug. You're being interrupted. Yes, they need to do a better job of letting you know you're being interrupted.

So I was interrupted 5 or 6 shots in a row in 1-1 ranged combat? against a white con ranged mob? That seems very unfortunate if that is in fact the case. Even my first shot did no damage.

I'm not saying you are wrong, but it seems unlikely to me that was the case, and if it was the case it needs fixing.

When I went back to the same mob I had no problem killing it...

Yep ...

It is actually good as it means people need to pay attention and not just stand there and click the attack key. This game is potentially being dumbed down enough already we do not want to turn it into another stand there and click the mouse button till they all die MMO like so many others. What DOES need fixing is a more obvious sign you are interrupted.

Two ways to do get around it if you can be bothered:

- turn the sound on and listen to the incoming shots and time your shots so they are not occurring immediately after an incoming one
- switch to a faster attack such as half draw for a long bow or one of the wand ranged spells if you are using a staff.

Alternatively as you found out for yourself, step back and come back in will break the interrupt cycle.

Goblin Squad Member

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Calidor Cruciatus wrote:
Nihimon wrote:
Calidor Cruciatus wrote:
One bug I honestly feel you MUST fix prior to launch of EE is the bug where a mob is invulnerable.
This is not a bug. You're being interrupted. Yes, they need to do a better job of letting you know you're being interrupted.

So I was interrupted 5 or 6 shots in a row in 1-1 ranged combat? against a white con ranged mob? That seems very unfortunate if that is in fact the case. Even my first shot did no damage.

I'm not saying you are wrong, but it seems unlikely to me that was the case, and if it was the case it needs fixing.

When I went back to the same mob I had no problem killing it...

Some of the ranged mobs, interrupting is their thing. You can train attack feats that do the same thing to them. 5 or 6 in a row would be unusual to succeed from one attacker. I've certainly had that happen to me when there was more that one ranged attacker, or wolf in melee.

Other mobs have other cc attacks that they use in preference to any other. One of the reasons why soloing can be really tough. Parties take them apart much easier. And that's the intent of the design, actually, to drive solo'ers into forming parties.

I have played since Alpha 7 and have come across 2 invulnerable mobs. One was a goblin which was an early sign of impending desynch and crash issue. Other was a Fallen Paladin which glitched after I solo'd all the trash and elites with him by hit and run. Eventually it did reset properly.

Goblin Squad Member

<Kabal> Daeglin wrote:


Some of the ranged mobs, interrupting is their thing. You can train attack feats that do the same thing to them. 5 or 6 in a row would be unusual to succeed from one attacker.

Half draw has a 50% chance of interrupt.

Assuming NPCs use similar attacks to players, If the same low skill PC character is being hit by half draw from 3 NPC archers they are going to have trouble getting any slow cooldown shots off.

It does seem to me that training up reflex saves helps against these ranged attack interrupts but I am not sure if there is an actual game mechanic behind that or its just my imagination. its very easy to think you see a pattern when its just coincidence.

BTW - the reason half draw works well when you are interrupted is it firstly is a quick shot so has more chance of getting through and secondly if it does get through can interrupt one of the NPC who is interrupting you.


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Pretty much every NPC archer in the game starts using Half-draw (an uber version of it that does 100% interrupt) exclusively once it becomes stamina limited. If you get the archers quickly, they never have chance to get down to their interrupt attack. Otherwise, you need to do as Edam described. Your third option is to close to melee and wipe them out with whatever attacks you have that mangle opponents with Opportunity. I like this option the best, personally.

Goblin Squad Member

Calidor Cruciatus wrote:
So I was interrupted 5 or 6 shots in a row in 1-1 ranged combat?

Yes. The same thing was happening to me all the time, and I was convinced it was a bug, until Ryan mentioned to me that I was probably getting interrupted. After that, I made sure to always switch to faster Wand attacks after opening with the Staff's heavy hitters, and it's never been a problem since.

Goblin Squad Member

sspitfire1 wrote:
Pretty much every NPC archer in the game starts using Half-draw (an uber version of it that does 100% interrupt) exclusively once it becomes stamina limited.

oh ... that makes sense

That explains why exiting combat and coming back resets the interrupts, you give them time to get stamina back so they stop using half draw. I never actually understood why that worked.

Goblin Squad Member

Good to have that explained! I observed the phenomena when trying out " parting shot" vs an archer ... I got frustrated and used my axe insted.

Goblin Squad Member

Nihimon wrote:
Calidor Cruciatus wrote:
One bug I honestly feel you MUST fix prior to launch of EE is the bug where a mob is invulnerable.
This is not a bug. You're being interrupted. Yes, they need to do a better job of letting you know you're being interrupted.

There seems to be a situation where (at times) if you get "interrupted", you stay "interrupted", even though you are firing or chopping or whatever. Your attack animations go but you are doing 0 damage. The normal "interrupt" looks a little like your toon twitches and there is no attack animation.

The only way out of it is to disengage, flee, return, kill. It is annoying and kinda dangerous under the right combo of factors.

Goblin Squad Member

Bringslite of Fidelis wrote:
Nihimon wrote:
Calidor Cruciatus wrote:
One bug I honestly feel you MUST fix prior to launch of EE is the bug where a mob is invulnerable.
This is not a bug. You're being interrupted. Yes, they need to do a better job of letting you know you're being interrupted.

There seems to be a situation where (at times) if you get "interrupted", you stay "interrupted", even though you are firing or chopping or whatever. Your attack animations go but you are doing 0 damage. The normal "interrupt" looks a little like your toon twitches and there is no attack animation.

The only way out of it is to disengage, flee, return, kill. It is annoying and kinda dangerous under the right combo of factors.

Now THAT seems more likely what I experienced!

Goblin Squad Member

^ I ran into some gnoll biters today that were putting obvious interrupts on my toon. I could break it by using my fastest attack, which was also an interrupt. It was different, like Bringslight says, in part because I could see that I was being interrupted.

Goblin Squad Member

Bringslite of Fidelis wrote:
The only way out of it is to disengage, flee, return, kill. It is annoying and kinda dangerous under the right combo of factors.

Switching to faster attacks, like those on a Wand, will get you out of their Interrupt loop.


I've noticed that sometimes an attack i am using stops working. I use another attack, then, which usually works. After that the first attack is also working again.

Its like something gets stuck in the code and using the second attack un-sticks it.

Goblin Squad Member

I will try those things, from an archery view point, next time that happens. I feel (vaguely) like I have, but not positive, ;)

Goblin Squad Member

My impression was similar to Bringslite's: at times, you will stay interrupted. In my experience, switching to a different target and hitting that will break out of the sustained interrupt, you can then switch back to you previous target and will be able to do damage to it as well. Disengaging and what not works, too.

Might be a matter of timing, but it does seem that sometimes the enemy's interrupts don't work quite as intended.

Also, wasn't there something about repeated interrupts becoming progressively harder to apply? As long as I stay on the same attacker, at times, this sustained interrupt loop can go on forever (as long as the enemy doesn't do enough damage to kill me).

Goblin Squad Member

When we are on the topic of stuff working or not. How about Lesser token of curing? I used it twice now and I get a glow animation but the hitpoint bar don't increase.
Anyone else observed this?

Goblin Squad Member

If you have to switch to a faster attack; switch to a different weapon; or break off and return to the fight, that sounds like a bug.

I'd also add that mobs having stackable stuns is equally frustrating as PCs having stackable or semi permanent stuns.

What needs to be done is a bit of testing and tweaking.

Goblin Squad Member

Bluddwolf wrote:
If you have to switch to a faster attack; switch to a different weapon; or break off and return to the fight, that sounds like a bug.

Actually, it sounds like the mobs are pretty good at taking advantage of their interrupt attacks once they get a chance.

Goblin Squad Member

Bluddwolf wrote:
If you have to switch to a faster attack; switch to a different weapon; or break off and return to the fight, that sounds like a bug.

Possibly so if the likelihood of interruption is too great, but it seems more likely in my thinking that the counter to a weapon type should be effective and require the player to adapt.

In effect a feature rather than a bug. The player should have to adapt in combat, and his planned rotation should not always survive contact.

Goblin Squad Member

sspitfire1 wrote:
Bluddwolf wrote:
Calidor Cruciatus wrote:

One other thing... my character is rooted not just for firing the arrow but for a significant amount of time after. Is that normal? And if so does that make sense? Why could I not move after I fire?

Outside of being grouped up, or unless you are using a Long Bow, using a Short Bow is seriously gimped.

You are correct the rooting begins as soon as you hit the key to fire, during the animation of firing and then for a second or two after firing. Rooting also includes not being able to pivot, so you can't even keep your target in view.

I'm not sure what this rooting thing was supposed to fix, probably someone got owned by an archer and whined about it.

If you want a short ranged attack, train Wizard (Wand) feats of Downward Burst and Windrider. They are both broken, are set to auto crit, and can be spammed to generate nearly perma stun.

Downburst is far from broken, Nihimon can attest to that. Anyone getting owned by those two attacks needs to learn how to not provoke by walking and use charge attacks. Shields have a great Charge (10 meters) + Knockdown vs. Opportunity attack. Same with Spear, only 24m Charge. Only the light knife and one-handed blunt weapons do not have a charge attack (which might be something to remedy in the future).

Ranged rooting is a temporary place holder for whatever GW has planned for in the future. GW was well aware that throwing stationary on all ranged attacks would root them far longer than they (or we) would want. But the other alternative was bows and wands/staves being "I win" buttons, not to mention level 0 players being able to solo mobs well beyond them with nothing but a longbow.

One direct benefit of range being rooted is players being able to flee unsolicited PvP combats without being chased and shot at the same time by someone with range.

The long term fix for ranged, from what I understand, includes rooting. But the rooting will not last as long- I'm guessing only as...

Most of the charge attacks do not work correctly.

Goblin Squad Member

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I tried it out a couple of times this morning, the bandits archers are annoyingly good with their interrupt routine, and now when I know what to look for I actually understands why I have died a couple of times before.

Now if I can, I drop the bow (or if I'm mobbed by warriors, run away) and close to melee range with my trusty Battleaxe

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