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Everything posted by Ethics Gradient
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Yeah, I agree that the "Buy It Now" price is a little steep (bundle owner or not). However, I can't help but feel that if Obsidian released two alts per month over the next 6 months, there would be far fewer complaints. They hit us with a real-life version of the Vault of Greed. Stiff (financial) penalties if you start grabbing around first-thing, but a little patience will get you there if you have some restraint. Also... now that the new Weekly/Monthly/Whateverly challenge system is coming online, wouldn't it be super-cool if they could work the Alts in as prizes? Maybe if we all ask really nice, they can fit them into the reward schedule.
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Except you can't get most of it with gold, only real money, unless I missed something... Among the new things added, gold Purchases now include: Character Alts (6,000/7,000 gold each) Basic Dice (1,500 gold each) Marbled Dice (5,000 gold each) Luminous Dice (5,000 gold each) Among the new things added, gold purchases do not include: Character Alt Bundles Dice Bundles Epic Dice ($7) Legendary Dice ($10) The only things a F2P player doesn't have a direct means to acquire with gold are the Epic/Legendary dice, which still may be found in a chests.
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It only costs $60 (US) if you want all the characters right now. With AD6, RoTR pretty much hit end-of-life; so until some new Adventure Path gets released, it's not like you have a ton of interesting new content to drop your gold on. Feel free to support the devs with real money or not, but you've probably got all the time in the world to slowly buy up everything using gold. -- Edit: Sorry; that wasn't directed at you, @Hannibal_PJV. Didn't notice I accidentally replied to your comment until it posted!
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Hand size
Ethics Gradient replied to Taysir's question in Pathfinder Adventures: Technical Support (Spoiler Warning!)
Have you tried playing through another scenario? Assuming it is just leftover effects from the forfeited scenario, it should clear out when you complete another. As reported above, it doesn't look like the -1 restriction was a permanent modification. It was just a lingering effect that never properly got wiped out during the forfeit. I did and it went away! Thank you! Completing the 1st adventure on normal setting got rid of the hand size penalty. Neato! Glad it worked! -
My interpretation on the pricing is more: It's going to be a long time until there's any major updates, so here's 70,000 gold worth of goals to grind on while we contemplate Skull & Shackles... and beyond! The game is still the same otherwise. We've just got something to work towards now that AD6 finally showed up.
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Hand size
Ethics Gradient replied to Taysir's question in Pathfinder Adventures: Technical Support (Spoiler Warning!)
Have you tried playing through another scenario? Assuming it is just leftover effects from the forfeited scenario, it should clear out when you complete another. As reported above, it doesn't look like the -1 restriction was a permanent modification. It was just a lingering effect that never properly got wiped out during the forfeit. -
So, are these some of the possible bugged RNG theories? 1. Player dice roll lower than expected average, including a high proportion of 1s. 2. d4s for character benefit roll lower than d4s that work against the character. 3. The "On a roll of 1/whatever" penalties happen more often that it seems they should. ----- Initial thoughts... (1) I had a pretty good trace on this, and it seemed to behave as expected. The game lines up your dice, runs them through the appropriate RNG, and passes back the results. I don't think there's anything "loading" the dice in the game's favor. It is 100% Unity API random number functions. If there is some sort of fault, it would have to be downstream of the RNG. If UnityEngine.Random.Range(1,5) (max exclusive) isn't providing the App uniform random integers from 1 to 4, I'm not sure what Obsidian can do to address that. (2) All d4 rolls (or all rolls, technically) come from the same stream. It might be inexplicably annoying, but if "good" d4s and "bad" d4s are balancing out, that's a sign that things are probably ok. Rather than a tabletop "everyone has their own dice" approach to randomness, the game essentially has one set that everybody has to share. (3) There are many different powers/effects, but they all seem to lead back towards the same core RNG. That being said, since there are so many different powers/effects it could be possible that one specific implementation can produce funny results. Investigating each one is probably a step further than my little userland debug experiment was meant to go. ----- If we get back to the OPs question forever ago. I'm relatively convinced that there is nothing intentionally penalizing the player. Sure, there could be a bug somewhere, but there's no apparent "house advantage" when it comes to the RNG. Everyone seems to have a different perception of randomness, but my experience has felt pretty fair. I swear I've had a worse rolls playing tabletop games. Though, Chessex and GW dice are essentially made out of distilled bad luck and plastics that must have been stolen from some cursed burial ground.
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I actually support Obsidian on this rules divergence. It is hard to balance permanent card removal and infinite replays. In tabletop, you only had a limited number of opportunities to remove basic/elite cards. In digital, the ability to play completed scenarios over and over again would give you far too much ability to shape the decks. If you wanted to stay true to the rules, you wouldn't be able to banish cards in scenarios that you have already completed. The compromise they came up with, the "Culling" system, randomly removes a percentage of Basic/Elite cards. That percentage ramps up as you increase in AD. And it also works with Quest Mode, so the player has a somewhat consistent experience between the two game types. Anyway, rather than getting too off-topic, it probably deserves to be split off into another thread someday.
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Few bugs i've noticed
Ethics Gradient replied to Edenwrath's question in Pathfinder Adventures: Technical Support (Spoiler Warning!)
Yup. This one came up before. Long story short... the Ogrekin enemies are each represented by 5 cards: the "index" card, and four "alternates." You encounter the index, it rolls to summon an alternate, then the index is banished. From there on in, the alternate card is the one in play, and will not re-roll to some other version. Correct implementation of the "cards have no memories" rule would swap the alternate card back with the index if the bane is evaded or undefeated. I'm not sure if there is any "swap-back"mechanism in the game right now, so that's the bug you're seeing. -
Villain as a boon
Ethics Gradient replied to Azarel's question in Pathfinder Adventures: Technical Support (Spoiler Warning!)
If you can't banish the card during a scenario, there's another method that should work to kick the card out of your deck. After you complete a scenario (or presumably in the deck management screen), tap the "View All" button for the character that has the bane, and you should be able to drag it from the deck to the "unwanted cards" window at the bottom half of the screen. From there you should just be able to hit the green arrow and resume play with a bane-free deck. -
The Quest Mode card pools work roughly the same as in Story. Instead of drawing from Basic and AD1-AD5, it uses a modified series of decks based on the party's tier (let's call them QB and Q1-Q4). The Q decks are about 90% the same as the corresponding AD decks. The remaining difference is a handful of cards that got moved "up" or "down" by Obsidian. A notable example is Haste being found in Q3 instead of normally being seen with AD2 cards. When you start a Quest Scenario, the game adds together the decks from QB through your party's tier level, subtracts out the contents of your party's decks, then subtracts out some additional Basic/Elite cards based on the cull. So, to answer your question. No, you do not need to "return" cards to any pool. The Vault is generated fresh each scenario. For example, there is only one Wand of Minor Healing, and it is found in Q3 (Tier 3). If someone in the party has one, it gets subtracted out of the Vault each time it is built. But if you kick that character out of your questing group, or transfer the Wand to an inactive character, it will reappear in the Vault, and my be randomly dealt out again. If you happen to get a second Wand of Minor Healing, there is nothing preventing you from having two or more in a party if you trade around among your characters. It is entirely possible to farm duplicate items and consolidate them back to your "main" party, but it is likely to be a long, boring process.
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Vault of Greed is dangerous.. but only to characters who attempt to take from it. Characters can get around the effects by keeping their hands to themselves. The Vault of Greed may have caused the forum to be a little more vocal about this request, but it isn't just some minor bit of rules-lawyering. Characters passing on boons is literally mentioned several times in each of the four Pathfinder ACG rulebooks, and the devs said they intended to implement it. This isn't just about weaseling your way through the Vault of Greed, it's also about not having to waste your time the thousandth time you come across Caltrops or a Short Sword. Being forced to make a check on every boon is a bug, not a feature. It was an issue back in the beta. It is still an issue now.
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Zero Gold
Ethics Gradient replied to jolyonb's question in Pathfinder Adventures: Technical Support (Spoiler Warning!)
If you notice you're getting 0 gold defeating banes/barriers/whatever, take a moment to force-quit the game and start it back up. Once you're "logged in" to the Pathfinder cloud again, you can resume the scenario and start earning gold again. Any number of things can temporarily break your connection to the cloud. You may also want to go into the iOS settings app and check that you're logged into Game Center. Sometimes an iOS update will log you out, and that will screw up your connection to Pathfinder. -
The Necklace of Fireballs lacks the Arcane trait, which is the requirement for Seoni's auto-recharge ability to kick in. The card feels like it maybe could have the Arcane trait, but in all the years since the Pathfinder ACG has been released, that change hasn't been among the revisions. Whether by design or accident, the card is correct and faithful to the tabletop edition. What you experienced is how things are currently meant to occur.