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Ethics Gradient

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Everything posted by Ethics Gradient

  1. Everyone should be drawing from the same loot table. What the devs did do is slightly bias the treasure tables towards the released Adventure Decks. For instance, back in AD4, you were a tiny bit more likely to draw an AD1-AD4 treasure card than any AD5-AD6 card. The rationale was giving a slight preference to Treasure Cards you could theoretically use over those you cannot.
  2. Your quest mode save only exists on your device, while your quest mode characters get synced periodically to the "cloud." The easiest way to fix a quest mode game state issue is to delete your Pathfinder app and reinstall. When you go back into quest mode, your "experienced" characters should be there for you to start another scenario. You'll lose out on any progress you may have made in the scenario that locked up, but at least you will be able to start playing again.
  3. I'm not 100% certain, but the "unevenness" is likely an artifact of the dice introduction. To compensate players for the fact that one out of four chests redemptions will give you a dice skin, legendary and epic cards got a little boost. Some cards, like Legion Armor, just got boosted more than others.
  4. That's my take on it too. Interestingly enough, Mokmurian's Club was not noted in the list of cards Obsidian changed in the digital version. As always, it helps to occasionally sub out the pronouns and just do what the cards say without overthinking it: "When you play a weapon, you may recharge [the weapon you played] instead of discarding [the weapon you played]." Did you play a weapon? Yes. Mokmurian's Club. Did you discard that weapon because of a power you activated while playing it? Yes. That is what I see justifies the recharge. If you try and argue against recharging weapons that are discarded at self-cost, Valeros wouldn't be able to recharge anything. Anyway, thank goodness there isn't a location with a "Bury any weapon you would discard" power. We don't need another rules war to break out.
  5. Pretty sure it used to be evenly divided pre-dice. That, or it was close enough not to be particularly noticeable. There were also fewer treasure cards then. Post dice, the probabilities are nearly the same, but there appears to be some stratification by deck level. Legion Armor likely stands out because it is the only Deck 2 Legendary. If there is extra weighting given to the drop tables by deck number, that card would have better chances because it wouldn't have to "share" that statistical edge with other cards in the AD. Even though it is a Legendary card, when you break everything down into the chances of acquiring a specific card when you open the four chests, Legion Armor is statistically somewhere in the Rare/Epic spectrum. Granted, the odds of finding Legion Armor are still relatively small, but an extra 0.5-1% boost means you'd see it at 4 or 5 times the rate of some other legendaries. [For the record, I'm not defending the system, or saying it is, or should be, fair. That's just what the data points towards. Also, haven't rerun any numbers since AD5. I'll try to get around to another meta-gaming math project sometime soon. ]
  6. Currently mobile and away from my spreadsheets, but so far as I remember, it fell pretty neatly along the following lines before dice were introduced:75% Uncommon 12% Rare 12% Epic 01% Legendary The "one in four per chest redeemed" dice probabilitiy shuffled things around when it was introduced. Making room for an extra drop class seems to have had the effect of making some treasure cards have slightly increased/decreased probability compared to others in the same rarity tier. I haven't seen enough data since AD5 to know if anything recently changed. Maybe I'll blast through some chests this weekend to find out.
  7. You're unlikely to get a dev response... but .. Q: Do all cards of a certain rarity have an equal chance to drop within that rarity or not? A: No. Cards of equal rarities have nearly similar chances, but there are some probability variances nearing 0.01. Q: I've been opening a bunch of chests, and out of the ~16 legendary cards I've got, 6(!) of them were Legion Armor, and 3 were Flasks of Magic. Does this seem reasonable? A: Reasonable? Dunno. Expected? Yes. You probably have a couple Amulets of Inescapable location as well. Legion Armor probably has the best odds of any legendary.
  8. It may take some digging, but I think that change was a rooted in a "Golden Rule" hierarchy issue, not a shift in how recharges function. At the time, the Farmhouse was the only location that had a possible conflict with Character Powers, so the "fix" was to ensure that Location Powers proc first during card resolution. The biggest shift in Recharge methods came along with the Merisiel Inspired Dexterity "fix." That implemented some pretty aggressive recharge checks to ensure all cards get back to where they belong... and as a result you now have to do silly things like recharge your cards after defeating the villain and winning the scenario. It's not entirely lazy. Almost all the character/location powers work as temporary modifiers to card behaviors, rules, etc... Some power allows you to recharge a recharge a normally non-rechargeable card? Just override the empty recharge flag with the desired behavior. What's actually pretty surprising is how well the rule framework generally holds up. Yeah, yeah, tons of bugs and non-intuitive behavior... but it is still very playable without every conceivable situation requiring it's own special-snowflake bespoke code to back it up. Parsing the all Pathfinder rules and interactions into something that code can handle is the sort of task you give to an employee you never want to see again.
  9. True... ish. In the game (digital), all cards contain a recharge element, even if it is not necessarily visible to the player. In effect, Valeros gets to override a card's "RechargeCheck:None" and sub in a "RechargeCheck:Automatic" when he discards a weapon. After the check, the game goes around and resolves played cards as normal and puts the rechargeable ones back in the deck.
  10. The rat swarm is indeed in Lini's deck. It has no use other than discarding for damage or banishing to close a location like the Village House. Best advice for now is to banish it out of her deck if you get a chance. As for everything else, its been reported to the devs earlier. It's certainly a funny bug...
  11. Campaign cards (AD1-6, C-deck, Promos) do not have a per-party limit. There are "soft" limits through. If your party has more of a card than normally seen in the game Vault, then that party will not encounter that card on subsequent play-throughs. This shouldn't include loot cards. They should always be rewarded (regardless of inventory) as long as the party has not previously completed the scenario. Treasure cards have "hard" limits. If you attempt to form a party containing more of a treasure card than you have been rewarded, the cards in excess will be removed. Rewards Cards like Guide to the Beyond or Black Arrow Longbow are technically treasure cards (even if they didn't come from a chest); they are subject to the same rules. Yes, it is quite possible to create some bonkers load-outs by forming up a few parties and trading amongst them. For example, I've got an Ezren nicknamed "the Seer" with eight Auguries. Maybe I should upgrade him to Scrying!
  12. Arguing about rule interpretations that barely come up or rarely matter is the best part of this game! Anyway, I totally see how you could be right too. Occasionally vague rules is what makes the tabletop version interesting. When things get hazy, suddenly everyone is a rules expert who graduated at the top of their class from the Pathfinder School of Law.
  13. Vic's example would be more applicable if it was in regard to a location, not a bane. The issue with the Farmhouse, is that it is its power/effects should process first when an Ally is played. It took a little while for the gameplay clarification to come out, but there is a temporary limbo when you discard a card that exists between your hand and the discard pile. In this short space, Lini's power usually activates and takes over. But at the Farmhouse, the Location Powers reroute the card to the bury pile instead. Mummy's Mask has this explanation under "Playing Cards": Anyway, where's @269Hawkmoon when you need him? I fear Obsidian probably has him imprisoned somewhere trying to untangle all the rules issues.
  14. No, it has not been stated when they'd be done releasing treasure cards. Almost all of the cards from the summer gallery "issue" have since been released. There are maybe a half-dozen that never made it out, and the devs have said before that some cards still had QA, feasibility, or thematic issues (or may not have Paizo's blessing). As for the future, you can certainly bet there are dozens yet on the horizon. You don't need to be a prophet to see Obsidian's been slowly filling out groups of items (e.g. Favor/Unity/Prayer Blessings, Orbs/Flasks, Ioun Stones, etc..). Don't expect those strings of releases to stop until you've at least seen every diety/damage type/character attribute/etc... well represented.
  15. That's my interpretation of how things should work also. The first part of the "golden rule" sets an order of operations for players or a computer to parse things. There is no pre-gaming or live text substitution occurring. Lini's power doesn't rewrite the card in advance (or as its played), it just happens so immediately afterward it can feel that way. ---Examples: A character plays a Bear ally and activates the Power: Discard this card to add 2d4 to a combat check. Non-Lini Character: a) Card is discarded; character adds 2d4. Lini: a) Wild Empathy triggered via "When you play an ally with the animal trait..." and the attempted discard. b) Player offered a recharge instead; Lini adds 2d4. Non-Lini at the Farmhouse: a) Location Power triggered by Bear text: "Discard this card..." b) Card is buried; character adds 2d4. Lini at the Farmhouse: a1) Wild Empathy triggered via "When you play an ally with the animal trait..." and the attempted discard. a2) Location Power triggered by Bear text: "Discard this card..." b) The app sees two triggered powers, and attempts to evaluate them by Golden Rule order. c1) Location Power first: Bear is buried instead of discarded. c2) Wild Empathy next: No longer applicable. This power does not apply to cards being buried. d) Bear remains buried; Lini adds 2d4.
  16. I see the same thing. Looks like it's just an odd display error in the gallery. There is only one Azaven and Scribbler in the deck lists, and extra copies haven't been added to your playfab profile (i.e. you'd see the same behavior playing offline with a new, unlinked account).
  17. It actually didn't work correctly earlier. The Farmhouse-Lini interaction is prime example of the "Golden Rule" in action. Mike Selinker even posted something addressing this very question.
  18. Yup. The big bundle frees you from having to save up gold and buy the Adventure Decks and other add-ons one at a time using Gold. Any gold you do earn can be spend on treasure chests instead. The game is pretty easy to earn everything for free, but buying the bundle allows you play a little more casually since you don't have to think about stuff like: "I just need to play this scenario 11 more times and then I should have enough gold for the next adventure deck!"
  19. Welcome! It depends on how you define "complete the collection," but buying the bundle will get you all the base content that is currently available (C-Deck, AD1-5, Promo Cards, Characters), and AD6 when it eventually gets released. The only "extra" content that the app offers right now is the Treasure Card system. They are cards that aren't in the physical version, but can be randomly found by opening Treasure Chests purchased with in-game gold or cash (or in other special bundles). Yeah, some of new cards are pretty cool, but you could easily get by without them. Think of them more as bonus cards or extra promos. I like the few dozen treasure cards I have, but I'm not going to be too bent out of shape and feel that I'm missing out on something by not having them all. The odds are pretty rough if you think you're going to collect everything anytime soon.
  20. Visibility Bump! Not being able to pass on a boon is having some quality-of-life issues now that the Vault of Greed is coming into play. Characters shouldn't need to risk their decks attempting to acquire unwanted items, and then get stuck having to banish another item. Rules should allow the player to pass on acquiring an unwanted boon.
  21. We never really got a response during this ancient thread (I don't want that boon!). While certainly an annoyance before, the Vault of Greed location highlights how a rules divergence in digital is adding some quality-of-life issues for players. Having a "Pass" option for boons would be nice fix.
  22. I'm also going to toss a #4 in there. 4) It's different, but there's really no practical way to address tabletop-style culling when you can play scenarios over and over or even go back to earlier Adventure Decks. Not only is it the best solution to the meet the "infinite replay" feature of the app, it probably culls more Basic/Elites per scenario than you would have had a chance to naturally do so in tabletop play. It's pretty unlikely that in the ten scenarios of AD3/AD4 you'd have encountered and removed nearly every Basic boon, but the game does exactly that when you hit AD5.
  23. There is already a system in place to do just that (almost). Instead of choosing to send cards out of the game permanently, the app culls some percentage of Boons and Banes before each scenario. At Deck 5, almost all Basic Cards and almost half of the Elite Cards are randomly removed from the vault before play. It's non-persistent, so in each AD5 scenario there will is still the possibility to encounter some Basic/Elite boons. At AD6 even more Elites should disappear. Also, the random cull is divided amongst all Boons and Banes. For example, it's possible that the game may remove far more Basic Banes than Boons from the game vault (or the other way around).
  24. Sorry That's how things are behaving right now. Inheritor's Favor works, Inheritor's Favorite is broken. Hopefully a fix is somewhere off on the horizon.
  25. With the additional complexities in each new Adventure Deck, I grow more convinced that the app isn't just compiled C# code, it's a lesser binding incantation to summon a minor demon into your tablet to sort out all the rule interactions. Witchcraft is clearly the easiest solution. And it explains the occasional bugs!
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