@boogis I didnβt say anything about automatic. I just pointed out other storages, that open with one click. With my suggestion you just spare 2 clicks, as other storages too.
I am also against automation, just to say.

Posts made by Kralith
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RE: [QoL Suggestion] Packing Station Storage accessiblity with just one click
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[Farming] Missing Field Spaces are on Road
Our Fertile Grounds in Atrium Harbour are divided by a river.
I found yesterday, that we had another space for fields on the other side of the road, because i could not imagine that our 25 fields we had was enough to maintain just a single town.
The other side of the river gave me exactly space for 30 more fields.
Because of this, i removed today after harvesting some of the old fields to replace them and could get 27 out of the space, means 2 more than before.
After i replanted all, i just tried, if on the other side of the Road is maybe space too and figured, that the missing 3 fields are exactly on the road (-3064 W -2918 N). They have a bit space between already placed fields and the available spaces on road, i i wasn't able to add these 3 fields directly close to the other (red blueprint).The Road Speed Buff is still there.
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[QoL Suggestion] Packing Station Storage accessiblity with just one click
Since the Packing Station Storage is quite big and the Wagon can hold up to 30 items, it is at the moment a real pain to move sacks from station to the wagon.
You need 5 clicks at the moment for picking up each sack and droping it to the wagon.
I suggest to make the Station Storage clickable like the Storage in the Carpenter Shop.
Storage Click Area like this:
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RE: Clover does not increase fertility nor giving harvested material
Prometheus said in Clover Harvest no results?:
@Whisper @Lakica clovers have no harvest, they're just used to change the nutrition of the soil. It should be made clearer probably. Are you sure that nutrition values didn't change?
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Target Abilities sometimes don't get triggered, but animation runs (e.g. Magic Missiles)
In several days of fighting i tried to figure out, what causes that abilities for that you need a target sometimes don't get triggered.
Especially with Magic Missiles i often have the problem, but not exclusive.Mouse is on target, the target attack symbol is appearing, the target is outlined, i am not standing out of sight.
But the Ability has difficulties to get triggered, i need to hit the Action key many times, before something happens.
And sometimes the animation and the sound of the Missiles are playing, but you don't see an effect and after the animation ends, the ability don't get a cooldown, because it was never performed.
Yes i know, there is a visual bug, where the cooldown is sometimes not shown correctly on action bar. But my ability wasn't at cooldown at all, because when i tested it consciously, the missiles was my first action for the fight and not used in the last 30 seconds.I wonder, why i do not see another report of that, or the search just don't give me the right reports.
@TrueCrimsonFTW at least mentioned it here. -
RE: Can not place Milling Stone in city or house
What Ostaff said and just on personal plots.
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RE: Patch Log & Mini-Roadmap - v.a.2.4.0i
@Prometheus said in Patch Log & Mini-Roadmap - v.a.2.4.0i:
If you have fertile grounds, you definitely have enough to sell, even at high ranks
Yeah
I just figured that we have way more field spaces than we thought.
A River is dividing the Fertile Grounds and we missed, that we can place on the other side too.
That was the cause i asked about, how many fields are supposed to be on a Fertile ground, because ours seemed to be very small amount -
RE: Game suggestions
@bazzle said in Game suggestions:
Also removing the purple after dieing from campfire.
This feature was introduced for this test.
And i think it should not get removed again, because it would be a step back from the vision about "It matters, how you prepare yourself, before you are going to an adventure."
Removing all the bad stuff again at a simple campfire would make Taverns almost useless.
I like that you have to be more careful now, that you have to try not getting KOed. -
RE: 35 hours in and some thoughts....
@EbroEpaito said in 35 hours in and some thoughts....:
You need a Global chat ignore or at least hide the thing. No need to expand on that.
Indeed the chat needs a lot of polishing.
I am suggesting:- configurable chat tabs
- autoscroll on/off
- more chat types like City, PM, Trade, Help
Autorun, maybe this is in the game. I just don't know but the starting and stopping running is choppy as hell and FFS I'm tired of clicking my mouse 19 billions times as I travel across the map.
You don't need to click each time, just press and hold your mouse button and you will be nice walking in direction of your pointer.
But if i remember right, there was a comment by Prometheus somewhen and somewhere, that they think about how to make it more QoL.Fighting multiple mobs and the loot box coming up and losing target sucks. Again maybe there is a mechanic I'm missing but I haven't figured it out.
As long you are infight , you should not be able to click loot.
For some actions it already is like this. And yes, it is not nice, if you accidentially click on a corpse and get the loot window, if you wanted to hit another mob instead.
But you can try to use right click for fighting instead, that does not trigger the opening/interact mechanic.
In general it is a good thing to report such things in a seperate theme specific post in the Alpha Forum.
Each experience report is helpful, especially, if there is some description, how you think, it will work better for all.Applying for citizenship to a town. If you don't get a response in a few hours have the application drop and you need some sort of notification system other than it popping up with the global chat and crafting stuff.
A notification would be for sure a very good idea.
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RE: Week 146 - Weekly Drawing Winners
"Purple Foundation Rain, Purple..." humming
Thank you and Congratulation to the winners.
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RE: Floor drop
@boogis it is surely a very nice idea, but I have to admit, that it means to create for each item a ground 3D model, that is much work and i don't think, that the Studio is big enough to get that.
Beside that, it would mean more to render, more load for the worker, who have to care, that all the droped stuff gets cleaned up after a period of time. -
RE: Halberd Animation is BAD.
@Nekrage said in Halberd Animation is BAD.:
before it slipped my mind.
I can imagine, too much to do at the moment.Btw. i am very curious, how the animations will progress with time.
I want walking, sitting, cool meditation/summoning/casting animations for Shaman and Druid like skills.
Well, you know, all this small cool looking details. -
RE: Ruins of Hollogrove (Whispering Woods). Best POI i've experienced in the game so far
Yeah, that area is new.
I was very surprised, when i saw it and i love this place.
Always when they add these small things, i get the the certainty that the game is on a very good path.
Imagine such places all over the continents and planets.When i was exploring some tests ago the world by foot, i came across some places with such a potential.
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RE: Halberd Animation is BAD.
@Nekrage i remember, that Prometheus said, that they work on several animation overrides, but that this will come way later, after all core features are implemented.
Many Animations that we have yet are standard animations.
This polishing i would expect in Beta. -
[FRAC-2278] Talent Master Wizard - Ricochet don't get triggered
I skilled yesterday till the Master Wizard Talent, before we was going to the Vale.
While we was fighting i experienced, that there is not a single Ricochet, that my Staff did.
Today i tested it at some Spider groups in front of the Goblin Camp, no Ricochet at all.
As i remember and understand the Talent right, it should give a 100% Ricochet to all Mage Wands and Staffs.At the moment i just have a Schock Staff, so i do not know yet, if it happens with the other too, need to test later.
But i remember, it wasn't just the "Mage Staff" at that the talent was applying before.- Edit: the Mage Staff doesn't it too
- Edit: the Mage Staff doesn't it too
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RE: Patch Log & Mini-Roadmap - v.a.2.4.0i
@Prometheus said in Patch Log & Mini-Roadmap - v.a.2.4.0i:
Fields now correctly revert to the "unsowed" status when harvested instead of producing endless harvests
Thats good, but i am not quite sure, if the fields give enough to produce own town needs AND have enough for selling them to towns, who don't have fertile grounds. Hope you counted right Prometheus
I have a question about Fertile grounds in general.
How many fields for a Fertile Ground in a town are intended? -
RE: More use for personal houses everywhere
@Roccandil i am agreeing with all points you made.
So i just have to say: Yes, Yes, Yes please! -
RE: [Feedback] Party Knowledge sharing feels bad
@maze said in [Feedback] Party Knowledge sharing feels bad:
Currently knowledge is rewarded to the best DPS on a creature.
It doesn't not only feels awful, it also is not fair, if just the one with most DPS gets the whole, and others get nothing.
A Tank probably does almost no damage, but safes the whole group to get hitted, why he should get less or no KP?
A Supporter cares for their fellows that they are stronger, survive or their target is weaker, but has maybe not much DPS, why he should not get KP?
Even a DD who maybe helped to get adds down and could shoot to the Maincreature late, will not get any KP.
That happened to me yesterday at Goblin Hills quite often. I cared for assassin adds per example to keep the group on life, but when i started to shoot to the Shaman it seemed too late to get a single point of KP. In this case it did not matter if the Shaman was still at 50% life or if it was at the last 10%. Just sometimes it did not count and i was way behind my fellows to unlock the knowledge of them.Every system is better than the "Whole or not at all" we have now.
I would prefer a shared KP System. A DPS in a group can just make that good DPS, if the others do their Job too. So reward a Party in its whole, for everyone who was at the fight, would be fair.
Yeah, it can get abused, but there is no system that is not possible to get abused. -
RE: [FRAC-2252] Infinite rice
Beside that it is infinite, once you hit 0% nutrition.
Every harvest gives the same amount, no matter how low the nutrion is.
Other Values beside nutrition don't change, per example Health and Final Yield.
I think thats not intended at all, i was expecting a lower amount with each harvest and an empty field after harvesting down to 0%.