Encumbrance Is Coming Soon - BEWARE


Pathfinder Online

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Goblin Squad Member

That is a serious challenge to my assertion that clerics are the master race...

(Or at least that they will be if no alterations are made to PFO's plans before the the bugs in the combat system get ironed out and dedication bonuses are added.)

Goblin Squad Member

I think you really need to re-do your analysis, especially adding in Expendables, and actually taking into account what classes have what available.

For instance wizard has access to 10 cantrips and 2 spells that deal physical damage. Everyone has access to grenades which can deal all sorts of non-physical damage.

Then you have to look at primary expendables for each class, for Rogue he can do some decent debuffing with Prying Shears, and between evading attacks, evasion, and distracting powder he has a lot of options. Most of the Rogue powers can be spammed, along with fighter powers, while Spells have a one time use in combat.

You also have to take into consideration that Fighters can heal themselves in combat, as well as open up opportunity on opponents pretty well.

Essentially, I am saying there is a lot more to it, than just their basic defenses and what damage type they output. Then you have to consider if the intention is to even balance the class for 1 on 1. If say Cleric is strictly better than Rogue, are 2 Clerics better than 2 Rogues? Maybe not, especially if they have the right feature feats slotted.

Goblin Squad Member

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Hey folks, I haven't played much in the Alpha but reading this thread really raises some concerns. Now it's possible I misunderstand what is happening so please do correct me. This is what I believe is happening:

1. We have an auto loot system in place where we automatically pick stuff up from mob kills with no player control
2. We currently have no way to drop stuff from our inventory
3. We are placing an encumbrance system in place

Am I missing something or does that sound like a really, really bad idea? As in, I'm a wizard in the wilderness near my encumbrance limit and I automatically loot some heavy armor from a kill. Would I be rooted out in the wilds? Would I have to somehow crawl back to civilization at a snails pace so that I could sell an item?

If that is the case, why would we put in an encumbrance system before there was a better way to manage inventory? It's not like encumbrance is going to suddenly make the game perfect, but it sounds like it sure could break it...

If this system WAS put in place would that then allow for the removal of the silly self-stun system currently in place for ranged combat?


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It was mentioned previously by a dev that the ability to delete an item from your inventory will be turned on before or same time that encumbrance is turned on.

Goblin Squad Member

1. Yes
2. It's coming
3. It's coming. See #2.

The warning is so that people don't have to choose between moving, calling for help, or destroying items when they implement encumbrance.

Stephen Cheney wrote:

Deleting items from inventory will be in before encumbrance is turned on (I think it'll be in the next build).

However, getting crafted items to drop into your bank instead of your inventory turned out to be harder, so I don't know how far it will lag behind encumbrance. You may want to hang out near the bank if you have something heavy about to exit the queue.

Direct-to-inventory drops from defeated creatures is working as designed (except for not having notifications). It serves several purposes including assuring a fair and personal distribution of loot, simplifying the PvE process, and preventing a bunch of half-looted corpses from tying resources up. Other than the (pretty rare) salvage items, creature drops have very little encumbrance, so the kills in between your opportunities to take a break and trade/destroy shouldn't make a big difference in your mobility.

Edit: Drat! Doc, for a dwarf, you move pretty fast.

Goblin Squad Member

Doc || Allegiant Gemstone Co. wrote:
It was mentioned previously by a dev that the ability to delete an item from your inventory will be turned on before or same time that encumbrance is turned on.

Ahh cool. Thanks, that seems like a must-have. Reading the OP got me concerned.

Any word on the second part? Will this allow for the removal of the self-stun mechanic for ranged combat?

Goblin Squad Member

The Stationary condition affecting all ranged attacks is a temporary limitation until they have completed a different system for some ranged combat options (longbow kiting was primary reason, IIRC) essentially. Its not unintentional and doesn't have anything to do with encumbrance.

Goblin Squad Member

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I'm keeping an eye out for the eventual post Ammunition Is Coming Soon - BEWARE. That's going to be another huge gameplay shocker.

Goblin Squad Member

Oh OK..I thought I recalled a dev saying that it was temporary until encumbrance was in to account for unlimited arrows. Guess not.

Goblin Squad Member

Calidor Cruciatus wrote:
...to account for unlimited arrows. Guess not.

Not "not", but "not only". They put in the temporary change to await several changes, not solely ammo.


Andius the Afflicted wrote:
Ryan Dancey wrote:
You will have to decide to wear heavy armor and forgo carrying a lot of inventory, or wearing lighter armor and carrying more inventory.

This is basically going to mean that heavy armor is the preferred armor type for PvPers looking to make kills and further objectives while lighter armor is good for PvEers and PvPers focused on getting loot.

If the only real penalty to wearing heavy armor is that I can't carry as much that doesn't mean a great deal to me when my objective is to disrupt the enemy or take/defend on objective. I was already planning to delete any loot I got while fighting if I wasn't headed straight back to base to deny my enemies the chance of recovering it.

This in turn could benefit graverobbers by making it even less practical to loot during wartime. ;D

Goblin Squad Member

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Calidor Cruciatus wrote:
Oh OK..I thought I recalled a dev saying that it was temporary until encumbrance was in to account for unlimited arrows. Guess not.

What Jazz said, and it was never about the weight of the arrows, it was about the fact that arrows (as consumables) aren't implemented, so you don't have to carry any.

Scarab Sages Goblin Squad Member

<Kabal> Daeglin wrote:
I'm keeping an eye out for the eventual post Ammunition Is Coming Soon - BEWARE. That's going to be another huge gameplay shocker.

It will be a shock, and not just to the archers. Clerics and Wizards will have "ammo" too, in the form of charges.

The arrival of ammunition might really tip the balance of power between melee, ranged and spellcasting combatants.

Goblin Squad Member

KarlBob wrote:
<Kabal> Daeglin wrote:
I'm keeping an eye out for the eventual post Ammunition Is Coming Soon - BEWARE. That's going to be another huge gameplay shocker.

It will be a shock, and not just to the archers. Clerics and Wizards will have "ammo" too, in the form of charges.

The arrival of ammunition might really tip the balance of power between melee, ranged and spellcasting combatants.

I don't see it being much of a drastic change, if any. Those who need to use ammo will just stock up and carry enough as needed. It might end up costing them a little bit more than a pure melee user but having to use ammo won't change the mechanics of a fight from it's current form.

Goblin Squad Member

I think the shock will be when folks accustomed to not needing ammo suddenly have to figure out what type of ammo they want and where to get it.

Goblin Squad Member

On the ammo how about considering the need to divert materials to crafting it. Cant stock up on what is not being produced.

And needing a backup weapon for when you run out of ammo.

I suspect that ammo will be a huge game changer in terms of how WE play. Those who think it will not be a big deal I suspect don't use bows.

Goblin Squad Member

Ravenlute wrote:
KarlBob wrote:
<Kabal> Daeglin wrote:
I'm keeping an eye out for the eventual post Ammunition Is Coming Soon - BEWARE. That's going to be another huge gameplay shocker.

It will be a shock, and not just to the archers. Clerics and Wizards will have "ammo" too, in the form of charges.

The arrival of ammunition might really tip the balance of power between melee, ranged and spellcasting combatants.

I don't see it being much of a drastic change, if any. Those who need to use ammo will just stock up and carry enough as needed. It might end up costing them a little bit more than a pure melee user but having to use ammo won't change the mechanics of a fight from it's current form.

Depending on the encumbrance level of arrows, it will make an enormous difference. In the escalation clearing yesterday, I've not doubt I fired off multiple hundreds of arrows in each of the two tow-hour sessions, and didn't return to town in between. Unless we can bring supply wagons, that will be impossible under encumbrance.

Goblin Squad Member

TEO Malvius012 wrote:
...don't use bows.

...or cantrips.

...or orisons.

Goblin Squad Member

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KarlBob wrote:
It will be a shock, and not just to the archers. Clerics and Wizards will have "ammo" too, in the form of charges.

Not being a wizard or cleric, I had only thought of this in the abstract - yeah, they'll need charge gems and charges...

But, oh, wait. I'm carrying a battle focus for self-healing. Wait... I'll have to carry a charge gems, and charges, and I might be limited in how many times I can self heal in a fight, and how how many times I self-heal before resupply. Huh. Self heal gets complicated. It becomes not-free.

Goblin Squad Member

Maybe you'll end up having to use tokens instead. They are automatically resupplied by PvE...

Goblin Squad Member

Caldeathe Baequiannia wrote:
Ravenlute wrote:
KarlBob wrote:
<Kabal> Daeglin wrote:
I'm keeping an eye out for the eventual post Ammunition Is Coming Soon - BEWARE. That's going to be another huge gameplay shocker.

It will be a shock, and not just to the archers. Clerics and Wizards will have "ammo" too, in the form of charges.

The arrival of ammunition might really tip the balance of power between melee, ranged and spellcasting combatants.

I don't see it being much of a drastic change, if any. Those who need to use ammo will just stock up and carry enough as needed. It might end up costing them a little bit more than a pure melee user but having to use ammo won't change the mechanics of a fight from it's current form.
Depending on the encumbrance level of arrows, it will make an enormous difference. In the escalation clearing yesterday, I've not doubt I fired off multiple hundreds of arrows in each of the two tow-hour sessions, and didn't return to town in between. Unless we can bring supply wagons, that will be impossible under encumbrance.

Time spent out in the field, yes. I'm referring to actual differences in combat with the character. Requiring ammo will not change any balance in power during a fight. It will not make a person weaker or stronger than they are now. It won't change how effective a person is, only how often they will need to resupply between fights.

Goblin Squad Member

meh .. 4 weeks ago the claim was Clerics were UP now apparently they are OP ? I am not sure I could be bothered arguing about it at this early stage.

TBH just slot one holy symbol with lesser cure for the 350 point heals and otherwise build whatever rogue/fighter/wizard combo you want.

On a different note ... transferring several thousand items to the vault one at a time is something of a PITA.

Goblin Squad Member

Neadenil Edam wrote:
On a different note ... transferring several thousand items to the vault one at a time is something of a PITA.

Yup. I'd like some ability (Shift? Alt?) to shift 10x and 100x items with a click. And a move all button.

Goblin Squad Member

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Did you try drag?

Goblin Squad Member

Urman wrote:
Neadenil Edam wrote:
On a different note ... transferring several thousand items to the vault one at a time is something of a PITA.
Yup. I'd like some ability (Shift? Alt?) to shift 10x and 100x items with a click. And a move all button.

Drag, or double click (with the exception being that it seems my double click speed is too fast or too slow, so it often takes a triple click) moves the entire stack over at once.

Goblin Squad Member

Ravenlute your wrong about it being a simple matter of resupply. Most important to the guy in the field will be what happens when they run out. Now consider when the player looting goes into effect and I kill someone and grab their arrows off the husk to weaken them when they come back from the shrine.

Then there is the economy to consider. Will enough arrows be produced in the early days to make using them relatively easy or will they be somewhat rare and only manufactured by the larger groups for internal use only? TEO has done pretty well gathering and supplying gear for our members but I would expect at least a third of that gear would not have been made if we had needed to supply ammo for ourselves.

Goblin Squad Member

Lam wrote:
Did you try drag?

I've only ever used dragging, and I've always moved whole stacks at once. What other option is there, please, that moves only one, so I'll know what to avoid doing?

Goblin Squad Member

Drag works. It doesn't solve my problem when I want to pass 50 moonstone out of a stack of 75 to a friend. I either click. click. click, one at a time (slow enough to avoid a double-click), or I pass him the entire stack and tell him to bring back the remainder.

Passing the entire stack is not an option when an entire stack of iron or logs will fix someone in place, and he can't get to a crafting station.

Goblin Squad Member

Didn't one of the patches introduce a way to split stacks? I've obviously never tried.

Goblin Squad Member

Lam wrote:

Did you try drag?

Drag has a delay to it. It tends to be quicker to just click madly.

Either way takes ages.

Goblin Squad Member

Ravenlute wrote:
Caldeathe Baequiannia wrote:
Ravenlute wrote:
KarlBob wrote:
<Kabal> Daeglin wrote:
I'm keeping an eye out for the eventual post Ammunition Is Coming Soon - BEWARE. That's going to be another huge gameplay shocker.

It will be a shock, and not just to the archers. Clerics and Wizards will have "ammo" too, in the form of charges.

The arrival of ammunition might really tip the balance of power between melee, ranged and spellcasting combatants.

I don't see it being much of a drastic change, if any. Those who need to use ammo will just stock up and carry enough as needed. It might end up costing them a little bit more than a pure melee user but having to use ammo won't change the mechanics of a fight from it's current form.
Depending on the encumbrance level of arrows, it will make an enormous difference. In the escalation clearing yesterday, I've not doubt I fired off multiple hundreds of arrows in each of the two tow-hour sessions, and didn't return to town in between. Unless we can bring supply wagons, that will be impossible under encumbrance.
Time spent out in the field, yes. I'm referring to actual differences in combat with the character. Requiring ammo will not change any balance in power during a fight. It will not make a person weaker or stronger than they are now. It won't change how effective a person is, only how often they will need to resupply between fights.

I would disagree. Having unlimited ammo means that you can indiscriminately fire as fast as you can at whatever you want. As soon as that becomes limited each arrow/reagent becomes more precious. Ammo conservation becomes strategically important.

Goblin Squad Member

Calidor Cruciatus wrote:
Ravenlute wrote:
Caldeathe Baequiannia wrote:
Ravenlute wrote:
KarlBob wrote:
<Kabal> Daeglin wrote:
I'm keeping an eye out for the eventual post Ammunition Is Coming Soon - BEWARE. That's going to be another huge gameplay shocker.

It will be a shock, and not just to the archers. Clerics and Wizards will have "ammo" too, in the form of charges.

The arrival of ammunition might really tip the balance of power between melee, ranged and spellcasting combatants.

I don't see it being much of a drastic change, if any. Those who need to use ammo will just stock up and carry enough as needed. It might end up costing them a little bit more than a pure melee user but having to use ammo won't change the mechanics of a fight from it's current form.
Depending on the encumbrance level of arrows, it will make an enormous difference. In the escalation clearing yesterday, I've not doubt I fired off multiple hundreds of arrows in each of the two tow-hour sessions, and didn't return to town in between. Unless we can bring supply wagons, that will be impossible under encumbrance.
Time spent out in the field, yes. I'm referring to actual differences in combat with the character. Requiring ammo will not change any balance in power during a fight. It will not make a person weaker or stronger than they are now. It won't change how effective a person is, only how often they will need to resupply between fights.
I would disagree. Having unlimited ammo means that you can indiscriminately fire as fast as you can at whatever you want. As soon as that becomes limited each arrow/reagent becomes more precious. Ammo conservation becomes strategically important.

That depends on the ratio of ammo encumbrance to total available.

Assuming ammo is stored in the normal inventory:
- too large a proportion of total gives a distinct advantage to melee fighters
- too low a proportion means ammo is virtually unlimited

As an example in EVE with my PvE Rattlesnake:
- Faction Cruise are cheap enough and small enough to be close to unlimited.
- Cap charges for the shield booster on the other hand are seriously limited.
- Drones have their own bay and are very tightly limited

One possibility is to make ammo like drones in EVE, storage is a separate container from normal inventory with strict (role or feat dependent?) limits.

Goblin Squad Member

Neadenil Edam wrote:
Assuming ammo is stored in the normal inventory:...

One of the devs told us that we'll have access to a fixed amount at the start of combat, determined by the capacity of the quiver or gem. The rest of the ammo remains in your backpack, and will automatically replenish your quiver when you exit combat.

Goblin Squad Member

T7V Jazzlvraz wrote:
Neadenil Edam wrote:
Assuming ammo is stored in the normal inventory:...
One of the devs told us that we'll have access to a fixed amount at the start of combat, determined by the capacity of the quiver or gem. The rest of the ammo remains in your backpack, and will automatically replenish your quiver when you exit combat.

Oh my!

*runs over, starts frantically sharpening his greatsword*

Goblin Squad Member

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<Kabal> Daeglin wrote:

Oh my!

*runs over, starts frantically sharpening his greatsword*

Now I have an image of George Takei running after people with a greatsword.

Dark Archive Goblin Squad Member

Ravenlute wrote:
<Kabal> Daeglin wrote:

Oh my!

*runs over, starts frantically sharpening his greatsword*

Now I have an image of George Takei running after people with a greatsword.

No he did it with a foil ;)

Takei fencing

Goblin Squad Member

but just imagine how much more bad ass he be with a great sword.

Goblin Squad Member

Ravenlute wrote:
<Kabal> Daeglin wrote:

Oh my!

*runs over, starts frantically sharpening his greatsword*

Now I have an image of George Takei running after people with a greatsword.

Awesome :D

Goblin Squad Member

lol --- Episode 4 Season 1 -- I only just watched that last week.

That is way retro Star Trek.

Here is George Takei with a bigger weapon.

Goblin Squad Member

Neadenil Edam wrote:

lol --- Episode 4 Season 1 -- I only just watched that last week.

That is way retro Star Trek.

Here is George Takei with a bigger weapon.

Is that one from Heroes? Man... I loved the first couple of seasons of that show...

Goblin Squad Member

Dazyk wrote:
... Heroes? Man... I loved the first couple of seasons of that show...

I loved the first couple of episodes of that show...

Goblin Squad Member

Nihimon wrote:
Dazyk wrote:
... Heroes? Man... I loved the first couple of seasons of that show...
I loved the first couple of episodes of that show...

Like "Lost", it just got too weird for me. I also enjoyed the early episodes.

Goblin Squad Member

I think it's what happens when people are really just making it all up as they go.

Goblin Squad Member

Nihimon wrote:
I think it's what happens when people are really just making it all up as they go.

I suspect what really happens is when a show gets popular the TV marketing and executive types who really have no idea notice it and stick their nose in and interfere.

Goblin Squad Member

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It is what happens when all of your writers go on strike right before the second season starts. The second season started a few weeks after the big writers strike a few years ago.

Goblinworks Executive Founder

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Neadenil Edam wrote:
Nihimon wrote:
I think it's what happens when people are really just making it all up as they go.
I suspect what really happens is when a show gets popular the TV marketing and executive types who really have no idea notice it and stick their nose in and interfere.

They can't stop the signal!

Goblin Squad Member

Finally made it home after several not-teleports. Emptied my inventory and paperdoll, then added only slotted equipment. That is a very heavy trophy charm I'm carrying. Is it a bronze bust or something? Wearing pot steel +2, carrying a battleaxe +1, pine buckler +2, trophy charm +2, and 18 tokens, I'm 2/3 through the first encumberance bar. That's after buying encumbrance 4 and slotting strong back 1.

Scarab Sages Goblin Squad Member

That seems like a reasonable amount of gear for a character to carry. Many characters will also have a bow, and maybe a second implement.

Pot steel is heavy armor, so you're supposed to have less carrying capacity left over than someone in peasant clothes. Still, 2/3 of the way to movement penalties seems very harsh for someone who hasn't even started looting enemies.

Goblin Squad Member

Nihimon wrote:
...just making it all up as they go.

Series whose creators have a multi-season bible worked out, and are allowed to run it un-interrupted, do better, if only from a continuity standpoint.

Scarab Sages Goblin Squad Member

T7V Jazzlvraz wrote:
Nihimon wrote:
...just making it all up as they go.
Series whose creators have a multi-season bible worked out, and are allowed to run it un-interrupted, do better.

Babylon 5 was a particularly good example in the science fiction/fantasy genre. It may be the first example in any genre, if I recall correctly.

Deep Space 9 became a much better show after it copied Bablyon 5 and developed a long-range plot.

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