Magic Missile kills deer every cast

Posts made by GamerSeuss
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RE: All inventroy gone
when did you log out, and when did you come back? I heard they did a short like 1 hr server reset earlier and if your issue fell into that window, that may be why
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RE: Display settings
@Losinmashyt Log out, then log in and change the visual settings on the Character Select screen!
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RE: Please please please!
QoL things like swapping mouse buttons is something that should be held off until Beta, right now they are working on mechanics more...that being said, turning looting/gathering off during combat would be a good mecchanical feature to prevent death.
As for the servers, they are just fine. My old computer never had real issues, and my new gaming PC has like 0 problems with choppiness. If anything, and this is a QoL thing too, I'd like to see a Gamma Correction bar in the visual settings. Sometimes its hard to see skeletons in the underbrush when they are right next to you fighting.
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RE: Fast Key To Deposit And Withdraw
as was said previously, such QoL features are being put in the back burner most likely until they get the mechanics worked out...even then, they may or may not add them, as they do want some things to take a little time to do, and it only adds a few more clicks
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RE: Power up your servers
@MarkoWeirdo Usually, they want to get a good 24 hrs or so of data before taking down the server for a fix, unless the problem is something drastic that is really affecting play, like 90% of characters not getting in the game period or locking up.
If there is a log-in queue of 100 people, that isn't considered severe really...in fact, that bodes quite well for the game, as it shows we have a large portion of the player base trying to get in from day 1.
A couple tests ago, they had a major server reset kind of bug and did take down the alpha server, and it was like 3 days down/wasted effort while they fixed it, BUT really, was that time wasted, if it identified major issues before the game went live? I think not. they extended that test out more than a month to compensate too.
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RE: Double gold drop rates aren't working
@Xzait yeah, but Zombies and Skeletons were easier to kill safely as a soloist
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RE: The Eviction/Refugee system ( Residential area solution for city takeovers )
They already have a system like that in place.
Within the City Limits, the Governor controls the plots and can give them away or charge for them as they see fit to Guildies, Citizens, etc... In a Siege, these internal plots are lost and available to the conquerers. The issue is, these are also the same plots of land used to make city buildings such as the Inn, or Blacksmith shop, or what have you, so the Governor needs to balance out how many such plots are available. Also, as a city levels up, in the past, more in-town plots become available, so one assumes that will probably be the case here as well until shown/told differently. Want more citizen plots? Level up your town.
Out of town, you have the Resident plots, these pay their taxes and even a portion of their purchase price into the City coffers, and the residences within these houses count for population density when leveling up the city, but they are autonomous and immune to Sieges. Also @StormBug I don't think you remembered from previous videos that Prometheus did, but within the Residential Area and within the City it is a no-combat zone, so camping outside of people's houses would not be possible to force them to leave, you would have to camp the border of the Residential area and get people when they leave for the Wilderness.
Yes, @Logain Syndesia is the Beastmen planet and completely safe, no PvP or Siege mechanic whatsoever but that is only 1/3 of the game space. The Devs said they want to as equally as possible support different playstyles, which is why the Human Planet is a mixed bag planet, with both PvP and PvE concerns addressed. You can't permanently take up residence on another planet other than the one your race comes from, so Humans would need residences in the human world in order to go forward, and quite frankly, as much fun as it is for some people to play Beastmen, for the newbie population, sometimes there is a comfort factor in being able to play Humans. They are familiar and thus it is less jarring for those who aren't necessarily seasoned gamers, and these humans need to be able to opt-out of the Siege mechanic as well, if anything, they need it more than others as they are barely getting their feet wet in the MMORPG world.
The whole Residential areas being divorced from the Cities, and also a Safe Zone is really meant for the Human world anyway, as the Demon world has no real safe zones
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RE: The Eviction/Refugee system ( Residential area solution for city takeovers )
@Rife The value for a city in a Siege is actually in it's non-member residences. You take over a city to get a city that is further along the City Upgrade Track, and that's affected by both citizens of the city, and residents around the city. Thus, a City becomes more popular not only for its proximity to certain resource nodes, but also for its already existent resident population. Obviously, city upgrade levels that require a certain population density doesn't mean the few citizens within town.
You also want the residents because as was said, taxes for the land goes to the city. That is the only thing the city gets out of their residents, their taxes and their warm bodies for the overall qualifications to upgrade the city (and in human cities, their Tech Tree upgrade)
Taxation has some limits so you can't totally gouge the residents in your area, however, an even more powerful limiter is the fact you set the taxes too high, you can't maintain your residents, and thus you can't maintain your population requirements to upgrade the city.
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RE: The Eviction/Refugee system ( Residential area solution for city takeovers )
@GreatValdus people pay for their plots outside of a city in the residential area because they want to Opt out of the Siege mini-game experience, among other reasons.
As Gothix said, in city residences are part of the siege and incentivize those players to defend the city and thus their homes and livelihoods.
Out of city residences are not part of a siege, and they go about their business. They are affected by the aftermath of siege, when the climate of the city they are outside of changes, but their homes aren't put at risk.As I said in another post, guilds who join late and want to take over a city for the land around it would be better served by expansions to the game with new Continents and thus new Cities and Residential areas to populate, or, alternatively, if the Server reaches a certain occupancy level, a server split so that the population can be better served by the game.
Late game, as is, there is going to be a homeless population out there, period. That is, unless the game actually draws less total players than there are plots of land available. I don't think the system should be static either. A home that is abandoned should eventually be lost. Cities have to pay to upkeep their current level, AND build towards higher levels. Residential housing should have a small monthly or quarterly/annually charged upkeep cost that if it isn't paid puts the property in a state of disrepair, then if another due date comes around and they don't pay, they can then lose their deed to the land. This prevents 'dead' accounts from grabbing land and then deciding the game is not for them, but keeping said land locked up forever. Farms and Ranches need to be managed or they will fall into decay and be overrun as their livestock goes wild, and their plantings die off or overrun other fields like kudzu.
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RE: The Eviction/Refugee system ( Residential area solution for city takeovers )
@Rife Have you studied medieval sieges? After a siege, most places are leveled and need to be built up almost from the ground up as it is. You don't take a city and immediately benefit from all their resources. In fact, if a governing body sees they are about to lose their city, it would make sense for them to salt the fields, and load as much of their collected remaining resources as they can and smuggle them out while fighting focuses on another front. That's what City Siege warfare should be about. I figure most late game city sieges aren't going to be from new guilds trying to establish a foothold anyway, but rather from mega-guilds working on amassing their 2nd, 3rd, and so on cities,just to weaken the other guilds and increase their overall standing. Yes, this may allow for a couple more houses for that mega guild as well, but the majority of their players will be in the 1st city they took most likely, and the residential area around that city anyway.
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RE: The Eviction/Refugee system ( Residential area solution for city takeovers )
@Rife said in The Eviction/Refugee system ( Residential area solution for city takeovers ):
And sure, in your scenario solo's have to move, but they are paid compensation, and they can move safely. In short, they lose little.
But later game, the Solo'ist, who fought to earn enough to get a plot early and claimed a spot, now may not have any spots available as a solo'ist and must join a Guild in order to own property again as all solo plots are taken. This is completely unacceptable. Nothing should force a solo'ist into joining a guild. Late game joiners may not get any plots at all, and that's true of Guild members as well as solo'ists, which only encourages the Devs to create new continents and new Residential/City areas late game during expansions periodically, which IS a good growth system. The game starts with 3 planets and 3 continents per planet, and a fixed number of cities per continent, but as new releases come out, that can be expanded upon. 'Lost Continents' and even Underground Cities can be discovered and claimed.
Joining a game early has always had the benefit of giving a few advantages to the early birds, just like the first colonists got the choice plantation spreads in the new world. Keep Residential areas divorced from direct City interference and let the solo'ists shine. Taking over a city after siege should necessitate some rebuilding within the City, that's part of the aftermaths of war. Instead of rebuilding that 3rd Tannery, make that plot a Housing plot, that area previously cleared for farming land might no longer be viable as a source of food farming, make it housing and buy your food from neighboring cities. Rebuild and Restructure when you take a new city, but realize there are no guarantees of availability for your entire guild.
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RE: The Eviction/Refugee system ( Residential area solution for city takeovers )
Scenario: New Guild Takes over the 2nd City of a current Guild. Most of their Guild that don't live in the City Limits of this city have residences @ the guild's main city. In fact, they probably only hold maybe 10 Residential Plots in their #2 city (and even less in #3+)
New Guild comes in, they are 100 strong so need to free up 100 residential spaces to accommodate their guild. In town they get say a round dozen, and then they go to evictions, they only have about 10 confirmed enemy guildies in the residential area, and they still need 78 more houses to house everyone....now, suddenly the Soloist are being evicted, not because their an enemy guildy, but because they are inconvenient to the new Guild, even though the Devs have said that to facilitate the Solo'ist play style, they are divorcing the Residential area from the Governors' control.
What happens now?
Most of the compromises in the game are leaning towards the PvP/Guild/Large group side of things, and the Devs have indicated that they wish to give the Solo'ists equal treatment as best they can, so this is a compromise that I think needs to go to the Solo'ist side of things.
Let's just face facts, when you take over an existing, established city with a full residential area, you may not get housing for your entire guild out of it. There is the shared housing option, where a single house can have multiple co-owners and the benefits there-in, so the new guild may just find themselves having to do that to accommodate everyone given the land available to them.
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RE: The Eviction/Refugee system ( Residential area solution for city takeovers )
@Rife Except wilderness plots, if any, are going to be very few.
I'm not saying Residents never deal with the city. When they go into the City itself, they are interacting with the City. As I've repeated on MANY MANY occasions, MMORPG doesn't mandate group play. Sometimes you simply want to play within an environment where you can directly compare your progress with other players, but prefer to solo through most of the game. You want a living environment, BUT you want the option to opt out of or into certain activities based on your mood as a player. Want to take on larger than life monsters never meant to be solo'd, then you group in Raid Groups of convenience for that purpose, but otherwise, you want to mostly stick to your own thing, feel free to do so. MMORPGs are different things for different people, and I know a lot of serious gamers who solo through most of their gaming career.
Yes, there is a good chance that many of the Residential spots will be taken up by Guildies of the first guild running the town, and their Allies, but several spots will also be taken by Solo'ists looking for a plot of their own, free from the fallout of Sieges. They are still affected, because when the new 'Owners' of a City come in, they may end up tearing down the one crafting station you mainly used the town for, necessitating you taking your goods further afield to get them finished. That's the breaks, you take that bad with the good of not having to lose your house when a Siege is decided. The Governors don't control the Residential district, period. They get a passive tax on building/upgrading, and that's it. They can't say who gets to stay or go, that was made quite clear by the Devs, and thus no amount of money should change that. The city is owned by the Governor and his Guild, the Residential plots are not, so if there aren't enough plots for a new Guild who takes over, they get to decide what City buildings stay and which ones must go to make room for residences.
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RE: The Eviction/Refugee system ( Residential area solution for city takeovers )
The Devs have said that the Residential Area outside of a city is not under a city's governance. The city gets a small 'tax' from those plots when they are bought, but that's it. It is purposefully set up so that if you take a Residential Spot, you are completely safe from Sieges and their outcomes, as if to say you are opting out of the Siege subgame.
Although the concerns of the new Guild taking a city may be valid in that they need enough spaces for their guild to call home, such comes at a cost. The new guild must decide how much in-city land to devote to guild residential housing and how much to more utilitarian buildings. That's the breaks, as it were, as the outer area is not owned by the city, merely taxed as a little bonus, that means the Governors have absolutely no say in who gets to squat there. Again, I point out that this is by intent of the Devs. There are far fewer wilderness plots available unattached to cities, and those should get snatched up rather quickly. Next, the plots around the Cities will all get acquired, then, refugee status or not, someone evicted from their home (a place supposedly immune to the aftermath of sieges) may never even have a plot out there available to start over in. This is why they choose to build outside of town instead of inside of town. They may even choose to build close to the city only because its the only plots left available for them to purchase when they go to build...regardless, they have opted out of Siege aftermath consequences, and should be allowed to enjoy their autonomy. -
RE: Crownless Order in Spring-Alpha: Valhalla Atrium (No password required)
@Kralith My guildmates are:
My Sister, Stormbug
My GF, SophiaStarrStormbug typically plays Warrior types, and especially enjoys mining and building up houses/the city
SophiaStarr typically plays Arcanists types, and especially enjoys farming and crafting and will probably dedicate herself to keeping up our crop fertility cycle
I play both types of characters, but prefer casters over warriors, enjoy resource gathering and Enchanting, and Love building houses/building up the City buildings. -
RE: New Layout
Since all weapons degrade and can be recreated with the right 'recipe' of reagents, I seriously doubt there will anything equivalent to named weapons in Fractured. Your not actually meant to stick with a single weapon, but rather encouraged to get good with a few, because nothing lasts forever, and there won't even be repair abilities
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RE: Crownless Order in Spring-Alpha: Valhalla Atrium (No password required)
@LonelyCookie My extremely small, more PvE guild, the DnDeviants are contemplating a new home for this test, and posting here to mark the thread. (there are only 3 of us, and one's in no-man's land for internet/cell service til tomorrow)
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RE: New Layout
@Mirgannel12 said in New Layout:
aside from destroying the place, which i assume will be possible,...
They Devs have already said that Cities could be Raided/Sieged but that private parcels could not be attacked at all.
As to the 'appreciation' aspect of the Herbitage, there is always a 'Tip Jar' feature that equates to a lockbox with a slot at the top where coins could be added, but the box is anchored and locked so only the owner could remove the coins.
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RE: Crafting questions
@Logain True, they may adjust it up or down some again, but I doubt it. I think it sounded like Prometheus was pretty happy with the new time period for item refinement. Plus with the ability to refine in your own homestead, it does make the process a little more freely available.
I know they want some crafting elements to be time sinks, on purpose, so I seriously doubt if they will lower it much below the 4 hr mark, and they may even bump it up for final release