Very good. Still putting out those fixes quickly.

Posts made by Esoba
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RE: Patch Log - v.a.2.4.1d
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RE: Panning Camera
I never realized how much I wanted a rotating camera on fractured until I tried a game out yesterday that is a spitting image of fractured. There you can rotate 360 degrees and its glorious. I definitely think they should incorporate it here.
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RE: Feedback From a New Tester
Solid write up, and the bodies overlapping thing has been a pretty significant problem for me as well. With some enemy groups I run around collecting a bunch and then, Diablo style, blast them all at once. Except when doing that some of the corpses are unable to be looted because they can't be individually clicked on when they're buried. Hope they figure out a fix for this.
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RE: upkeep unrealistic
Thats understandable, but if that's the case, it again goes back to communication. Something like:
This patch we're increasing upkeep significantly to test out decay and to see how manageable it is for groups to maintain. Rest assured we understand this may be too high for some groups, while others will take it as a challenge. Ultimately it's unlikely to be this level when the game launches but we need to test it in a live environment. Thank you.
Then it minimizes "bitching", while being clear to the player what'shappening. Just doing it however makes this level of complaints happen if what they're really intending is to just test their numbers.
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RE: upkeep unrealistic
Thank you for an excellent write up Seph. I think it comes down to what their vision is for their world. Do they only want a very few megalopolis' that could only really be run by giant guilds. Or, do they want a world filled with cities ranging from very small (rank 1-3) towns run by small groups, and a few larger cities run by those giant guilds. I can't imagine they want the former, as that would not only stifle gameplay, but also likely lead to having very few players actually stick around long term. My guess is they want the latter (many towns of varying sizes), and if that's true, they need to go back to the rank requirements for levels 1-3 they had prior to this (i.e. just protein and money). Gaining rank beyond that should require significantly more work, so I have no problem with quickly rising requirements after that.
On another note, hearing prom talk about the system for upkeep being entirely different next time, I found myself very worried. While we have no information on what this will look like I wanted to prempt something. Whatever you do, do not - I repeat do not - tie buildings into certain ranks. For example, you can't build a metalshop below rank 10. With these increased upkeep costs, and taking away the ability to place pretty much anything in a house outside a city, I could see that "brilliant" idea gaining traction. Just dont... However, the reverse could work. Something like a city must have 10 citizens and a metalshop to go up to the next rank.
As for those few saying these upkeep changes aren't bad and could be higher, please put yourself in other players shoes. I get y'all part of a big old guild that's rocking it. Congrats. Y'all will do fine if they increase it by 4-5x. However, for a majority of players that are in smaller guilds, or just want a small group, its unmanageable. Be safe in knowing you'll be on one side of the spectrum of city success, but don't try to take away other's ability to also participate in that by rocking - best they can - their size 3 city.
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RE: upkeep unrealistic
@Prometheus
Thank you for the update. Does that mean low ranks will go back to not needing cereal? -
RE: upkeep unrealistic
@LordRellik
Is like to see the math over time. At a minimum that's 20 fields in a mining city. Thats a 5x4 slot, which is a crapload of spacing taken up. Then you have to rotate. Even if you had 20 fields it wouldn't produce that long term. At 50% yield (mining city) i was getting 2 sacks to 2.5 sacks out of a field. Thats less than 1 per day. And I can't just replant them with wheat later. So you'd likely need 30 to 40 fields for this to work...and thats for a rank 1 city. I know ultimately trade is what needs to happen, but in alpha, with these numbers there won't be enough to help hardly any survive. -
RE: upkeep unrealistic
At this stage 20 cereal is still a heck of a lot for any mining city. We're rocking some fields and don't come anywhere near that. Those early ranks should still be around the 4 protein (rank 1) and maybe 0-4 cereal if they're being fiesty. And I'm talking full release. Now, there won't be but a couple cities in a week. When you get up to ranks 5+, I can see cereals starting to take off, but there shouldn't be that level of entry on just starting a city.
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RE: upkeep unrealistic
Does that mean even rank 1 needs 20? If so, that doesn't really change anything.
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RE: upkeep unrealistic
@LordRellik
I could agree with that, but maybe even not then for some of the lower ranks. Rank 1 and 2 shouldn't require hardly anything. Like what it was before. Then a steep incline could work. But yeah, now its a swan song for cities -
RE: Patch Log - v.a.2.4.1
Prom, this is unrealistic with the upkeep if you're wanting to keep even more than a handful of cities in testing.
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RE: upkeep unrealistic
Yeah that upkeep is straight asinine.
Edit: maybe they're wanting to end the alpha cause with this there'll be 3 or less cities on the planet in a couple days. Upkeep should be a gradual starting curve that goes up sharply around rank 7-10.
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RE: Items Weight/Inventory
And probably would slow you down to frustratingly slow speeds.
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RE: Items Weight/Inventory
Oh this is awesome info. Y'all are really listening, thank you for reviewing these things.
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RE: Concern regarding lack of communication and transparency
Thank you for reaching out and letting us know Prom. I have no doubts y'all are up to your eyeballs with fixes and what not. Looking forward to what's yet to come in this test.
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RE: weapon durability
Yeah durability is off right now. Baseline durability should increase at least 25% - 50%. The durability enchantment shouldn't be a requirement if you want to game with the same weapon for more than an hour or two. I like that weapons deteriorate and must be remade. It makes the economy all the more interesting. However, this level of durability loss is tuned too high.
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RE: Items Weight/Inventory
In a lot of ways I think this goes in the same bucket of "tweaks" that will be needed before release, but are unlikely to probably get much love right now. For example, weight does need a bit of a tweak on some things which seem either too heavy, or not enough. Another of those things being deterioration of weapons. At the moment tuned a little too high, even though I do kind of like they break every so often. Just needs to be tamped down about 25% - 50% baseline.
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RE: Item dropped from mobs
@Tuoni
As an example, why the heck doesn't the skeleton knight not drop a shield and/or a sword. Same with that skeleton berserker thing. Or even a shaman drop a wand? If they're going for realism, that seems pretty much in line with wysiwyg (for those tabletop fans). -
RE: feedback - too much mouse clicking
And as a pro tip, hold your mouse button down. You really won't have to click much when traveling, just move it where you want to go. And as for fighting, I rarely click more then once. Just hold that puppy down and hit corresponding attack keys on the keyboards when you want to use them. Really isn't too bad doing it that way.