Goldenfire Wizard (turning in Onyx Gems)


Pathfinder Online

Goblin Squad Member

was doing this "quest" today and after turning in a few onyx gems, the quest would update, for example saying "turn in onyx gems to wizard 3/10" (numbers and names just for example. so all seemed okay......

I noticed however, is that if I died, this would reset to 0/10. not sure if this is intended or a bug.

also, yesterday was doing similar quest with the documents, and they were always bugged to be under tables an unable to click on them to gather them as needed.

Goblinworks Game Designer

obi-wan shinobi wrote:

was doing this "quest" today and after turning in a few onyx gems, the quest would update, for example saying "turn in onyx gems to wizard 3/10" (numbers and names just for example. so all seemed okay......

I noticed however, is that if I died, this would reset to 0/10. not sure if this is intended or a bug.

I'll keep an eye out for this, but the most likely possibility here is that when you came back to life, you did so in a different hex that just happened to be running the same event. Quest progress is tracked per hex, so things can get confusing when you cross a hex boundary.

obi-wan shinobi wrote:
also, yesterday was doing similar quest with the documents, and they were always bugged to be under tables an unable to click on them to gather them as needed.

Hmm, perhaps some of the assets shifted just enough to cause some conflicts there. I'll look into it.

Goblin Squad Member

thanx for the quick response.

as for possibly rezing in a different hex, that im not sure about. from the map, I was near the center of the hex and the rez point was very near by to where I was fighting and dying at(most of my dying due to tab not targeting closest enemy, but everything else).

as for the document issue, when I asked about it yesterday in game, was told it has been an issue for a few days at least and was a known issue.

Goblin Squad Member

And please please please tell me quest progress tracking tied to a hex is a temporary thing that will go away. Having my work reset because I crossed an invisible line is rather frustrating. If it's going to stay in, we need a "now leaving hex, are you sure?" dialogue or some such.

Goblin Squad Member

Erian, in my experience the quest in the original hex retains its status, at least until the quest resets regardless of whether or not you leave.

Goblin Squad Member

Nihimon wrote:
Erian, in my experience the quest in the original hex retains its status, at least until the quest resets regardless of whether or not you leave.

That is my experience also. Though I believe that you can "reset" some quests that have expired by leaving and returning.

Goblinworks Game Designer

KotC - Erian El'ranelen wrote:
And please please please tell me quest progress tracking tied to a hex is a temporary thing that will go away. Having my work reset because I crossed an invisible line is rather frustrating. If it's going to stay in, we need a "now leaving hex, are you sure?" dialogue or some such.

I'll start by saying that all is well, none of your progress is lost when bouncing between hexes. That said, because the system has to differentiate between per-hex quest progress and personal quest progress, things get a little complicated, and there are some cases where small amounts of progress can be considered lost (though kinda not really).

For the simplest of quests (like Kill 15 Enforcers), no progress is ever lost, though it can look like it was. Suppose you enter Hex A and the Enforcer quest is running. Suppose the counter says 3 Enforcers have already been killed, and you kill 2 more, so the counter now reads 5. Then, you accidentally cross into Hex B, which is also running the same quest. Here, the counter reads 0, so it feels like your progress has been lost, but it's really just telling you that 0 Enforcers have been killed in Hex B. If you cross back into Hex A, assuming the quest wasn't either completed or failed, the counter will again say 5 (or higher if some were killed in your absence). There's no personal progress saved for quests like these, since each kill is considered a complete run-through of the quest.

The Onyx Gems quest is a bit more complicated. The number of gems turned in per hex is never lost. If the counter says 15 gems for Hex A, then you leave the hex and return, the counter will still read at least 15. However, this quest also involves personal progress, because you have to gather 5 gems before turning them in to a wizard. The first time you encounter this quest, you haven't collected any gems personally, so you need to collect 5 of them, regardless of what anyone else has done. Suppose you collect 3 gems in Hex A, then cross into Hex B running the same quest. Your personal progress is still remembered, so now you can collect 2 more gems, at which point you are told to turn them in to a wizard. If you turn those gems in while you're in Hex B, that hex will get credit for the gems. If you return to Hex A first and then turn them in, credit will be given to Hex A. In fact, you can go really far away and turn them in to Hex C for credit if it's running the same quest.

Oddly enough, this also means that if you collect 5 gems, then the quest is completed before you can turn them in, you can still turn them in elsewhere. You can even turn them in for a later iteration of the same quest in the same hex, since your personal progress is temporarily preserved.

After a longer period of time, we do go ahead and forget your personal progress, so that your character isn't loaded down with data for multiple incomplete quests. Though you are in a sense losing some personal progress, it's generally a fairly small amount. In the Onyx Gems case, the most you can lose is 5 collected gems that weren't yet turned in. Also, we've set the timer for this long enough that the instance of the event you were working on should have either completed or timed-out, so you haven't actually lost any progress on that specific event. I believe the timer is something like 24 hours, so you're really talking about two different gameplay sessions, at which point it's meant to feel like you're tackling a completely different event anyway.

Goblinworks Game Designer

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Bringslite wrote:
Nihimon wrote:
Erian, in my experience the quest in the original hex retains its status, at least until the quest resets regardless of whether or not you leave.
That is my experience also. Though I believe that you can "reset" some quests that have expired by leaving and returning.

I think we used to have some issues with your personal progress stalling out, where leaving a hex and returning could reset you, but I'm pretty sure that's been fixed.

Goblin Squad Member

That's what I experienced--I haven't bothered with escalations in quite a while, so glad it's been addressed. Although some of what I've seen may be a different situation. I'll be in an escalation hex, and sometimes (seemingly randomly, but I've always guessed it was related to moving between hexes) a dialogue pops up that says I failed whatever was supposed to be completed. I'll check in at some point and see if I can get that to happen again.

Goblin Squad Member

Didn't seem to find this with the bomb quests. Yesterday I got to 9/10 then wasted an hour trying to find one more bomb but none seemed to spawn and then suddenly my count reset to 0/10.

I also found the diplomats quest a littel odd. Killed both diplomats and got no change to the counter under challenges, then about 5 minutes later a text message randomly appeared about diplomats being killed.

Goblin Squad Member

If you find a counter has gotten "stuck" one below the target number, scroll back through the chat window (try party or local tab, less traffic) and see if it was reported successfully completed. I've found that the achievement tracking window does not always show the final "tick", and eventually resets to zero if there are more instances of that quest. Known bug Alpha 9, though i haven't tested it since 10.0 dropped

Goblin Squad Member

<Kabal> Daeglin wrote:
If you find a counter has gotten "stuck" one below the target number, scroll back through the chat window (try party or local tab, less traffic) and see if it was reported successfully completed. I've found that the achievement tracking window does not always show the final "tick", and eventually resets to zero if there are more instances of that quest. Known bug Alpha 9, though i haven't tested it since 10.0 dropped

In case it matters, the counter is getting stuck at whatever number it was at before the completion, which is only *usually* minus-one. One time I completed a quest by killing the last three mobs at the same time with Cleave, and the counter stuck at 17/20.

Goblinworks Game Designer

Paper Weasel wrote:
<Kabal> Daeglin wrote:
If you find a counter has gotten "stuck" one below the target number, scroll back through the chat window (try party or local tab, less traffic) and see if it was reported successfully completed. I've found that the achievement tracking window does not always show the final "tick", and eventually resets to zero if there are more instances of that quest. Known bug Alpha 9, though i haven't tested it since 10.0 dropped
In case it matters, the counter is getting stuck at whatever number it was at before the completion, which is only *usually* minus-one. One time I completed a quest by killing the last three mobs at the same time with Cleave, and the counter stuck at 17/20.

That's exactly what's happening. The bug's been filed, will hopefully be fixed soon.

On the positive side, you are at least getting credit for the completed event. But it is definitely confusing and can lead to some wasted time.

Goblinworks Game Designer

Neadenil Edam wrote:
I also found the diplomats quest a littel odd. Killed both diplomats and got no change to the counter under challenges, then about 5 minutes later a text message randomly appeared about diplomats being killed.

That is odd, the message usually comes up pretty quickly. The counter not changing is expected given the known bug. I suppose it's possible that you just didn't notice the initial message, then the event retriggered a few minutes later and somebody else quickly killed the diplomats again, at which point you noticed the new message. The message comes up regardless of whether you participated in the event.

Goblinworks Game Designer

KotC - Erian El'ranelen wrote:
That's what I experienced--I haven't bothered with escalations in quite a while, so glad it's been addressed. Although some of what I've seen may be a different situation. I'll be in an escalation hex, and sometimes (seemingly randomly, but I've always guessed it was related to moving between hexes) a dialogue pops up that says I failed whatever was supposed to be completed. I'll check in at some point and see if I can get that to happen again.

This happens all the time. Basically, you entered a hex with an event running that was close to running out of time. The timers don't care whether anyone is in the hex at all, or doing anything to complete the event. This will all be a lot more obvious once we get a chance to polish the event UI.

Goblin Squad Member

so is there a time limit to these quests??

was doing the Onyx one again this morning. got up to 25 of the 50 bags I needed. then get the failure message and they stop spawning. then my counter goes from 25 to ZERO!!

when the timer restarts will I be back to 25 or have to start all over again??

and if there is a timer, anyway to know how much time is left?? really crappy to be completing the quest then all of a sudden it drops out on you.

and on an unrelated note(might be better to start a new thread) having a few issues with combat:

1) tab doesn't target closest- always cycles outward until you eventually get to closest- by then, im dead.

2) when attacking a group that contains archers (mostly been killing the bonedancers) after killing all the melee guys, I pull out my bow and try to kill the archers. yet all I ever seem to see is the fly text saying attack interrupted. until I engage in melee, I can never shoot back.

3) if I am out of range while in melee, then how are their melee attacks hitting me??

Goblin Squad Member

obi-wan shinobi wrote:

1) tab doesn't target closest- always cycles outward until you eventually get to closest- by then, im dead.

2) when attacking a group that contains archers (mostly been killing the bonedancers) after killing all the melee guys, I pull out my bow and try to kill the archers. yet all I ever seem to see is the fly text saying attack interrupted. until I engage in melee, I can never shoot back.

3) if I am out of range while in melee, then how are their melee attacks hitting me??

1) Yeah. that's a problem, but I'm not sure there's a good solution.

2) You're probably trying too slow an attack. I rely heavily on half-draw when things go to heck, as it's hard to interrupt, and I often manage to do the interrupt to them. (It can be pretty sweet smacking a critter over and over while they fail to get any attacks off.)

3) Are you forgetting weapons with Reach? Despite the lack of animations, they may be using a spear of some other reach weapon.

Goblin Squad Member

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obi-wan shinobi wrote:
1) tab doesn't target closest- always cycles outward until you eventually get to closest- by then, im dead.

You just need to target yourself (F1) and then hit Tab. You can do the same thing by hitting Escape instead of targeting yourself, but that method risks auto-targeting a mob that hits you after you hit Escape but before you hit Tab.

Goblin Squad Member

Ah! That was a welcome advice Nihimon!

Goblinworks Game Designer

obi-wan shinobi wrote:
so is there a time limit to these quests??

Most of the escalation events have timers. The ones with timers can be failed, while the ones without timers will stay active until they're completed, or until the entire escalation ends.

obi-wan shinobi wrote:

was doing the Onyx one again this morning. got up to 25 of the 50 bags I needed. then get the failure message and they stop spawning. then my counter goes from 25 to ZERO!!

when the timer restarts will I be back to 25 or have to start all over again??

Yes, the counter for that event will start again at zero. And just to clarify, the counter is not a personal one. The counter is the number of onyx bags that have been turned in by any player in this particular hex during this instance of the event. If you turn in 25 bags, then head back to town to drop off loot and purchase supplies, you could find when you return that other players have turned in some or all of the remaining 25 bags. Likewise, when you first arrive in the hex, you might find that 45 bags have already been turned in, so you only need to turn in 5 more to complete it.

obi-wan shinobi wrote:
and if there is a timer, anyway to know how much time is left?? really crappy to be completing the quest then all of a sudden it drops out on you.

Not at the moment. This is a known issue and will hopefully get fixed soon.

Goblin Squad Member

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@ Bob Settles

A small suggestion coming at the bottom of this. The population is limited right now. The escalations are out of control. While it is true that you can work and move around/through them, it would be nice if smaller groups or solo players could make an impact.

Suggestion: Kill the timers for the time being. Let us clear up some of these puppies and have a sense that there is something that we can do to affect the world in the alpha.

Scarab Sages Goblin Squad Member

Bringslite wrote:

@ Bob Settles

A small suggestion coming at the bottom of this. The population is limited right now. The escalations are out of control. While it is true that you can work and move around/through them, it would be nice if smaller groups or solo players could make an impact.

Suggestion: Kill the timers for the time being. Let us clear up some of these puppies and have a sense that there is something that we can do to affect the world in the alpha.

This would be a huge help. Most of the people who joined for the Stress Test have stopped playing until EE. It's tough enough for me just to find a partner in my settlement. Fielding a party of six isn't likely for us until EE. If a pair of us could feel like we accomplished something that wouldn't disappear in an hour, it would restore a lot of the remaining people's will to play.

Goblinworks Game Designer

2 people marked this as a favorite.
Bringslite wrote:

@ Bob Settles

A small suggestion coming at the bottom of this. The population is limited right now. The escalations are out of control. While it is true that you can work and move around/through them, it would be nice if smaller groups or solo players could make an impact.

Suggestion: Kill the timers for the time being. Let us clear up some of these puppies and have a sense that there is something that we can do to affect the world in the alpha.

Unfortunately, totally removing the timers would break the math and be a little tricky for me to put back in when the time came. However, in conjunction with corresponding changes to the expansion rates and natural growth rates, I can drastically increase the length of all the timers, so I've multiplied all of them by 4. Since the timers were already set to be at least double the amount of amount of time I predict a reasonably powerful party would take to complete each event, you'll now have 8 times that estimate. Of course, if a timer's already almost completed when you enter a hex, you still won't have the UI showing the timer and you could still run out of time, but this should drastically increase the percentage of times that players manage to complete events.

Fortunately, these changes can also be backed out fairly easily as the server population grows and increases in power.

The change should roll out in the next build, at which point it will make at least some difference, but you'll really see the difference at EE when we reset all the escalations.

Scarab Sages Goblin Squad Member

Thanks, Bob!

Goblin Squad Member

Yay, Bob! Always ask for the moon. You won't get the moon, but you might get something. :)

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