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    Posts made by GamerSeuss

    • RE: Simple Requests/Suggestions

      @Fi said in Simple Request/Suggestions:

      Also, let's... please leave the assessment on rather something that needs creation then implementation would be difficult/a mess/troublesome/(un)doable to the actual developers.

      Ah, No, this is how I talk/respond, I give assessments, especially as some readers may not know what goes into coding. I am not disrespectful when I do so, so overlook it if you don't like it, but don't inform me on how to respond, please take what you want, and leave the rest

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Simple Requests/Suggestions

      @Fi said in Simple Request/Suggestions:

      Customizable map markers/pins and notes.

      This has been asked for numerous times, possibly after Launch I expect.

      Ability to pay a harbor's travel free from our banks. Alternatively, the weight of gold could be removed or the harbor's equation could be made to ignore the weight of gold. (i.e., Harbors currently require gold to be carried to pay their requested travel fees and the weight of carried gold gets factored into the equation which may raise the travel fee by an amount or an unseen decimal that prevents the exact amount from being paid unless it is one gold less than the travel fee or if much more gold than the further risen travel fee is being carried.)

      I've never ever had the unseen decimal problem.
      As to the pay from the bank issue, like with markets, others can deposit into someone's account, but not withdraw anything...that is how banks/moneylenders worked in medieval times. You couldn't pay for things out of your coffers, but you could make arrangements to receive payments directly into them...the game handles this well.
      As to Weight of gold being ignored in paying harbor fees, I could get behind that, specifically, only to save from having to go back and forth from the bank 2 or 3 times get figure out your travel funds.

      Verbose tooltips for information that does not have them. (e.g., Hovering the cursor the attributes and statistics should tell a player what they provide and what they affect.)

      A bit much for a tooltip, so I understand why they wouldn't want to do this!

      Persistence of movement command over U.I. elements. (i.e., Currently, holding LMB to make a character follow the cursor does not persist when moving the cursor over a U.I. elements such as the hotbar or the mini-map which causes the character to abruptly halt until LMB is clicked or held again.)

      This may not be something doable. In order to keep LMB as possible for interaction with UI elements, they may need to 'stop' drag function when hover-over is achieved and the code around might not be worth the small benefit.

      Recipes for different forms of writing material such as stone tablets, paper (e.g., papyrus, parchment, amate, et cetera), and books that can be used for literature or notetaking.

      Interesting thought, but there are quite a few other crafts, like cooking/fishing that I think are more a priority.

      Helpful chat commands such as '/unstuck' with a cooldown.

      don't use in-game chat, so no opinion

      A multifaceted chat interface with the ability to create separate chat tabs with filters in addition to being able to cycle between chat channels with 'TAB' when the caret is active in the text field.

      Again, don't use in-game chat (the font is too small for me to easily read and play at the same time)

      Inventory filters and sorting.

      Inventory isn't really big enough for this to be major. Autostacking might be nice though.

      Moveable U.I. elements.

      May not be worth the extra code it would take...movable/dockable UIs can be a mess to code.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Feedback, Requests and Bugs

      Brown Bear is the Grizzly, and it doesn't stack, only Black Bears stack @Rowley

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Patch Log - b.0.1e (Crafting Taxes, Harbor Protection & Bug Fixes)

      @Pedobear This is client side graphics, not server side/game-side.

      You might want to go into your graphic settings and change how high you have it set, if that doesn't work, you may need a better graphics card period.

      The game works better with a dedicated graphics card over an integrated one on the motherboard, I know that.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Feedback, Requests and Bugs

      Town membership is intentionally Account-locked, not by individual character.

      As to body markers, it has been mentioned, but you have plenty of time before you respawn to jot down your coordinates when you die, and you only have like 5 or 10 minutes to retrieve your body anyway.
      Although the market to deposit into your global wallet when you sell something, it has no other access to your global wallet. Initially, the game wasn't going to even have a global wallet at all, and was going to require all characters to physically transport everything, even gold, between towns.

      Wolf and Grizzly heads can't stack because they can be made into Wolf Head and Grizzly Head helmets. Black Bear heads can stack as they are primarily used to summon Legends only.

      They haven't as yet implemented any non-combat talents, really, except like lockpicking. Whether or not they will implement Crafting Talents in the current tree, or will create a separate tree for crafting, or leave it as is is unknown at this time.

      Originally, chests generally only contained like a few gold coins and maybe a chipped gem, a reagent, or mayhaps some hides.

      Farming is meant for paying town upkeep only, really, so it isn't considered essential for personal plots. With the current snafu right now involving farms and citizen trust however, I could see personal plots getting farming as a possible fix.

      2000 gold a week for plot upkeep is dirt cheap. Even a rank newb character can farm 2000 gold in about an hour via goblins or bandits.

      They purposely DON'T want you able to use the Mouse to activate your Hotkeys, or to use ASD movement keys or gamepads. The game's movement and combat system is quite intentional.

      They have said they don't want a Take All button for looting, they want you to take the time to loot corpses, leaving you as a possible target for other mobs or PvPers so you don't attempt to loot all/run

      They also don't want any fast travel options...the harbors are only added begrudgeonly at best. They have dedicated the game to not being plagued with the fast travel ease of other games.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: First impressions and feedback

      You can only learn each available Page once...they clarified that when they first introduced them to the game.

      As to what you can spend, well, when it comes down to it, some of the skills will only be unlocked by die-hards who want everything unlocked. Some won't even bother with some of the mobs that have abilities that don't relate to their build until at least after they've killed off everything that does matter to them.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Temperatures & Weather Feedback Thread

      @dracokalen Just seeing it rain when I log in lifts my spirits, and my sister is in Drought-ridden California, so she is over the moon seeing rain, and can't wait to see a blizzard in-game.

      The crops thing is just implementation, and will come soon enough.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Market request bug

      This @spoletta , many newer players don't realize that once something has lost any durability, it can no longer be sold.

      posted in Bug Reports
      GamerSeuss
      GamerSeuss
    • RE: First impressions and feedback

      KP is still finite, in that you can only get 100% on every mob, and every resource then nothing until new mobs/resources get added. You are also limited to only 60 Talent Points, which you can freely distribute on 5 presets, reusing them in each.

      Ultimately, however, they are if not exactly 'finite' they are given a hard limit between expansions.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Mage abilities and equipment needs a change

      @Rife The thing is, naked mages can do some of the higher damage stuff unarmed, but they still tend to need some kind of armor, and they are very Mana dependent, and once they run out of mana, they become sitting ducks. I'm not saying there isn't balancing needed. I can agree with making their armor options need a few time sinks like other armor, for instance, but a mage should be able to cast without a weapon, period...Weapons or "spell channeling foci" should maybe help with accuracy, give them a 'mana-free' attack option (like they do now) and allow them to augment their spells via enchants, material properties, etc... You could even make spells cast 'bare handed' take more mana to cast, so just having a channeling item lowers your mana cost a bit...but bare handed mages should be a thing...mayhaps not naked totally, as most mobs can't totally be solo'd from a distance, but an unarmored mage should be able to support a melee tank in situations without too much armor, and just have to worry about Mana Management.

      That's my 2 copper pieces. This is coming from a mainly mage character player who likes the lore and flavor that mages can have...not just the dps at range. Go ahead and make my armor a little more trouble to build/wear, but don't take away my barehanded spells.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Neutral alignment needs a change

      @Rife Legens are not meant to be PvP hotspots, that's the thing. You have to flag Neutral there because it is something to promote Neutral players...it is possible that some will be camped as PvP hotspots, making when you summon a Legend be a more strategic thing, but every Legend should not devolve into a PvP hotspot scenario. PvEers should have a chance to take on Legends without getting PvP interruptions...either the PvPers have to waste time camping the altars in hopes of catching the Legend Hunters unawares, or the PvEers can take them on. By making Legends PvP Hotspots only, you are making it so straight PvE players feel excluded from Legendary Raid content...something we've said in multiple threads, should not happen.

      A PvP zone could be established, and there might even be a couple of Legendaries that have Altars in said zone, but otherwise, PvP in Legendary encounters should be something diligent PvEers can avoid, so it should not be announced. Yes, we could set up the area, but there really isn't much right now that we can do to set up an area...we just don't have the abilities as yet to set traps and such for PvPers who might interrupt our Legend Raid. Maybe once we have that, it will be different, if that is even something planned, but until then, us PvEers who want to be cautious but still do Legends should have that opportunity as well on Syndesia.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: First impressions and feedback

      Wow, a lot...

      1. Zoom Window or World Map has a button to center and zoom on your position.
      2. The Chat Target works just fine on my laptop...although I avoid chat for the most part as the text is too small to easily ready for me.
      3. Brown Bear Heads don't stack for me just like Wolf or Stag. Never made Unguent.
      4. The Stuttering you notice when playing awhile is your own Graphics Cache filling up. Rebooting clears the Graphics Cache and allows for smoother rendering of movement. It is different on different systems with bigger cache allotments, but this means it is not something the Devs can really address, it is Pc/Laptop-side
      5. They specifically want us to manually pick things up, so they have nixed any idea of a Loot All or a Loot Nearest Corpse/Gather Nearest Node type of functionality. The Loot All is specifically to make it take a couple seconds to loot allowing new mobs/PvPers to attack you while your attempting to loot/gather.
      6. It is mainly intended that Smelters, Charcoal Piles, etc... be City resource buildings, and housing plots only really containing a small fraction of the processing...but there is a matter of Trust, and Access that is still being balanced out.
      7. KP is finite, and this is by intention. You can only ever get 60 Talent Points, and you must actively choose which skills you unlock.
      8. Masteries were just introduced in Beta, so they are in their very first draft and we're hoping those get changed.
      9. Pulling Ingots and other things from crafting stations are drag only by intent. There are multiple requests in to change that.
      10. Resources are actually super available...and it is intended that they become more contended for as the population grows. That is part of the game design. They still have some finite balancing to do, but these are intended.
      11. Chill/Warm Stacks: Like Craft Masteries, these are something new in this beta, in fact, Weather was just added recently, after Beta Started, ,and a lot of its interactions are not implemented yet, like with campfires, and of course Alchemy isn't in yet, which will have potions and such to handle stacks.
      12. Recipes are a major bone of contention and we're hoping things can change on that
      13. Hunger/Energy does post a little warning when it goes low, and the color changes...the assumption is your looking up at your health/mana bar and you also glance at your food/stamina...but not everyone does...not sure if they are talking about any other fixes to that yet.
      14. Resting at Campfires has changed a few times. Mana used to fully recharge, but they changed it to keep it from being an instant save for setting it close to where you are killing. I do like your idea of increasing the mana regen while sitting there instead of hopping up and down from sitting to replenish
      15. Right now, Wagons only carry 'heavy' items like Stones, Ore, logs, and sacks of Protein/Grain, but there has been several of us asking to be able to put stacks of other stuff, or be able to bag other stuff to allow wagons to carry them. Furs, Ingots, and some of the Essences and other Reagents are heavy and harder to move.
      16. They only want skills usable from the Hotbar, and don't intend to make skills clickable. Also, right now you can use your consumables from inventory, but the plan is to take that option away and make you use the hotbar...thus making you weigh what you put in your 8 slots...we might get more slots, but as far as we've heard, no plans are there for a 2nd consumable hotbar.

      I hope I've answered a few things as someone who's been here since the 1st Alpha/Kickstarter, welcome to the show!

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Mage abilities and equipment needs a change

      I'm okay with melee mage as a viable build option, but don't take away your Ranged Mage or Naked Mage options.

      One of the great things about mages is that you don't 'need' a weapon to activate your spells. Sure, you can use the 'Harry Potter' version where without a wand/staff of some sort you can't really access much magic, but I'm more of the Wand/Staff/Orb/Rapier acts as a focus to increase accuracy, turn you into a melee mage, or enhance specific magic (Fire Staff adds to Fire Spells, etc...)

      Also, bare handed magic adds possibilities for Elemental Monks/Martial Artists builds, and I'm not really a fan of hand-wraps being required to go 'bare handed' and be effective.

      I still want all kinds of mages, I want to make a Bard, where my Musical Instrument is my 'Weapon' or a Rapier, I can wear Medium Armor (Warlock/Battlemage) and my spells are more about Healing/Buffing my allies, De-Buffing my enemies, and some utility, here I'd love the idea of imbuing my rapier with a sheath of fire, or electrical charge via spell as a melee mage ability, that would work for this build.

      As to processing mage armor, I'm all for adding more to t2 and t3 mage stuff. There are some reagent requirements, but I'm also okay with having to come up with something to treat the plant fibers to keep them from falling apart when making cloth...doesn't need 16 hrs necessarily for primative, mayhaps 8 hrs, and untreated cloth could be 'improvised' but would only have like 50 durability or some such...I could go with that.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: What's next for BETA as a lot of players are leaving (plus feedback).

      @Vialli Weather and other new content is going to keep being added, even while bugs are being fixed, because different teams of programmers are working on different aspects of the game.

      New Content is what is going to bring more in and keep existing people playing.
      Bug fixes are why we're here, and that is also an ongoing process.

      All game content should be solo'able excepting maybe Legendaries. The content does get harder, and some mobs are very tough to solo, like Mammoths and Juton.

      The ultra rare reagents are so rare so that it does in fact provide something to work towards, and also creates value for higher tier gear. Gold Sinks are definitely still needed, but that is an ongoing concern as well. Right now, Harbors, House Upkeep, Town Upkeep, that's about it.

      New stuff is right around the corner, as well as fixes, as they are figured out, but the game is still fully playable. There is crafting still to do, most don't have all recipes unlocked or mastered yet, for example.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Neutral alignment needs a change

      @spoletta Exactly, I'm fine with consensual PvP, like Guild Wars, or an Arena building in towns, or even a small area of the map that is a PvP hotspot that we can enter at our own risk(but not every single Legend camp)

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Neutral alignment needs a change

      @Rife On that, many people disagree however.

      I know I do, and I know I'm not alone.

      Syndesia doesn't need heavy PvP content. In fact, I'd say that PvP is getting to the right point finally for Syndesia. You don't need, and many of us don't want PvP as the sole focus of End Game content. Yes, Sieges will be a thing, and we're okay with that once it is working and balanced, but for end game content for many of us, we want to see the Asteroid Raids, and of course, we're always interested in new Mob types and new crafts and new environmental effects. PvP is a focus on Tartarus, and it is possible, not balanced or focused on Syndesia, just possible, ,because A. You can't possibly balance PvP and PvE to where everyone is happy, and B. When in doubt, you should err on the side of a more welcoming place to play for the most players, ie: PvE...not all PvP is Gankers and Griefers, true, BUT the more open PvP is, the more you do see the worst come out of people.

      Eventually, large scale Guild Wars and Kingdom Wars will happen, with rules that keep people uninvolved with the conflict out of it, but the game isn't ready to even begin to test these rules.

      Once Tartarus is added, PvPs will have someplace to play...will they all be satisfied, No, of course not, to many PvPers, they get their sole joy in gaming out of Ganking those who don't want to be in PvP, but that's too bad.

      The game is perfectly fine in how it is progressing with PvE content, and it is sustainable, because PvE players aren't always looking for more and more to do all the time. We like to see new Mobs, new Skills, new Talents, those things added are great. We like the idea of Asteroid raids, and shoot, later, they could even add other planets or undiscovered continents and dungeons to the mix.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Mage abilities and equipment needs a change

      Generally, unless the Mage Weapon relates to the spell, or has an enchantment associated with it, shouldn't affect the spell damage. A fire staff should add to a fire spell's damage, a Staff with +10% Energy damage should add to Energy attacks, and a Shock Staff should increase Shock damage. Enchantments like Cool Down Reduction and Lower Mana Cost should work too, but other than that, Staves and Wands and other spell channeling weapons shouldn't affect the spells cast...A rapier as a channel weapon doesn't make Magic Missile more powerful.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Temperatures & Weather Feedback Thread

      @dracokalen Actually, even just cosmetically, weather adds a richness to the gaming experience. When you add in actual affects for the weather, you make the game itself 1000x more dynamic and enriching an experience, they just have to get the balance worked out right.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Need help, i Cant play. Logging In Screen
      1. You've migrated to Gamigo
      2. You've downloaded the Newest Glyph Launcher
      3. You've downloaded the Newest Fractured Client
      4. Can you get to the Character Creation Screen? If so, hit the Gear Button(Settings) click Settings, and go to Graphics Tab and try lowering your Graphics setting, and set your FPS to like 60 (might need to hit the Advanced option) and disable some of the other advanced options.
        then you should try to log in again.

      Another possibility is your Firewall might not be letting the Glyph Launcher connect to the server, so you might need to create a Firewall exception, which differs from Firewall to Firewall.

      All previous tests used just the Fractured Launcher, but all future testing will be with the Glyph Launcher, and then when it goes live, the Steam Launcher will also be an option.

      posted in Bug Reports - Closed
      GamerSeuss
      GamerSeuss
    • RE: Neutral alignment needs a change

      @Tuoni don't know how long you've been around, but the Devs have clearly indicated on numerous occasions that they are testing various forms of PvP and that what you see in the tests may not be the final version. They have said that over and over again, pretty much with each major overhaul of the system...so that has been communicated.

      @Clinion I totally see what your saying, and from a PvP standpoint, you are probably right, BUT from a PvE standpoint, many of us don't mind where the game is right now as far as PvP, or want even less PvP, not more. Arborea will give them the less, we're okay with how the PvP is now on Syndesia, but it still isn't probably the final form...but more PvP is likely to drive many of the PvE testers away...and as they are the biggest overall player base, that, we can't afford to lose.

      Yes, we need more population, but each major update will draw people back...especially the release of the other 2 planets and the asteroid system...and people are also waiting for the integration of the weather system, and the addition of Alchemy specifically.

      I think people would also like to see the whole Recipe thing settled once and for all, but that's going to be a back and forth thing overall.

      The only thing I don't think will bring more PvEers back or retain them is more PvP content.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
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