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    Posts made by OlivePit

    • RE: Housing Thoughts

      The residential housing distance is variable depending on the terrain.
      Here is an example of the housing basically touching the outside wall of the city.:
      2c23f9bd-d304-48df-881d-2b56d5ffc624-image.png
      Here too:
      1db1e2f3-013c-4777-b150-58257c113219-image.png

      There will be variance from city to city, but you should be able to find a close one in most situations. But as always it is first come first served !

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: Feature Spotlight - Towns and Tech

      What is this? a Joke? @Arcahem @Prometheus
      f72034ac-3d0e-4630-901c-8b4c98b5dec5-image.png

      1: it is missing the 3rd crop costs "Vegetables"
      2: it looks like a pic from the alpha from fall 2019.
      3: it heavily locks out starting progress by making the first ranks cost cereals instead of "any food"
      4: the upper ranks are far too cheep and will allow any low fertility town to reach and maintain rank 15 easily and independently thus killing a major trading aspect of the game.
      Here is a more recent and reasonable cost table. (It too is missing the "vegetables")
      City tier costs.png

      Please confirm or correct the news post as what is currently posted has serious problems and will be greatly problematic for the core game structure of player made, and maintained, cities.
      Starting beta with the first chart is a serious mistake for many reasons, the least of which is that you will have to patch it at some point to the more reasonable levels and that action will be stealing joy from naïve players who took it at face value and will cause mass abandonment of cities to ruin and the game in general through the perception of the game becoming 'too hard' arbitrarily.
      Better to have the old costs where people know what they may be getting into but also letting them know that they can have and maintain a rank 4 town with only casual activity. There will be plenty of groups that can build and maintain at the higher costs, do not low ball it at the start of the beta.
      And where are the promised vegetables?!?!

      -Harbinger of Famine

      posted in News & Announcements
      OlivePit
      OlivePit
    • RE: Daily Message posting

      still no news...sigh

      posted in Off Topic
      OlivePit
      OlivePit
    • RE: Daily Message posting

      no news is bad news.

      posted in Off Topic
      OlivePit
      OlivePit
    • RE: Daily Message posting

      Sigh, no news is bad news.

      posted in Off Topic
      OlivePit
      OlivePit
    • RE: Young player protection hour counter

      Think of it this way:
      Prometheus -=Knows=- that Spoletta and I played well over 2 hours during the test and that we know about the new player protection.
      He sees that we could reason that they would use the new player protection counter to know if people played the 2 hours and that by not having one we might not get our titles.
      As such he acknowledges the mistake in not resetting the counter and then says that they have other numbers "old numbers" from the previous play test which they will compare to the numbers from this test to determine if the 2 hours were played.
      This implies that there is some counter that is continuous until reset and that they have a known point before and after this last test..
      This is probably a huge hassle as they would have to check even the players who did not log on this test but who had worn out their status from last test.
      If they had reset it then it would be a much simpler check.

      posted in Bug Reports - Closed
      OlivePit
      OlivePit
    • RE: Young player protection hour counter

      So sorry, I got mixed up there.
      I took what Prometheus said to mean that there is a counter that just keeps track of all player metrics and that is what they are using to check for the award since they forgot to reset it for the test.
      Thus why he tagged us in his response- a way to alleviate or worries.

      posted in Bug Reports - Closed
      OlivePit
      OlivePit
    • RE: Young player protection hour counter

      They will reset the new player protection for the coming beta, dont worry about that. They did for each of the previous multi week tests.

      posted in Bug Reports - Closed
      OlivePit
      OlivePit
    • RE: Daily Message posting

      It is impressive this has been going since 2017 !

      posted in Off Topic
      OlivePit
      OlivePit
    • RE: Problems with everyone being able to gather, craft, tame, etc...

      @ShadowLaw said in Problems with everyone being able to gather, craft, tame, etc...:

      "Selling leather armor set, 500 Gold"
      "Nah I'll just spend 30 min farming, earning KP, earning abilities and craft my own. Thanks"
      they most likely will anyway just to learn the spells from the mobs or at the very least earn KP.

      And when you are maxed on KP with that mob? When you would have to travel 20 min to get to where that mob is to farm it? when there are more than 500 people on the island and so there is actual competition for farming the mob? When traveling to the mob location involves risk of PK due to popularity of the area (shadow vale prime example)? Do you have private access to two tanning tubs (or 32 hours to use one twice)?

      "Enchanting mana regeneration - 250 gold per item!"
      "Yeah, I think i will just walk over the enchanter table and do it myself.">

      Do you have the right gem stone on hand? the right imbuing materials? is the enchanting table taxed? Is it even available to you as a non citizen? Is your one house allowed placed at a town which offers the tech?

      each ingot would be priced like 1500 gold per, again, because the ability to farm that material was so damn rare.

      Yea... I was selling my ingots at 1500 gold coins each for copper, 2000 for iron, 3000 for exotic alloy. And I'm not a 'master gatherer', I just was willing to spend the time to gather and smelt while others were not. The fact that they sold at those prices also shows the point.

      "Selling tamed horses! 50 gold!"

      "Yeah I have 6 in my backpack from when I was riding to X area on the map to mine ore. I just stopped and cast a net on them. It took like 20 seconds each."

      Good for you ! That is not the norm as shown by the fact that horses are bought sold in the market (I sold my extra horse for 100g this test) and all the posts in global of 'where are the horses'.

      All in game examples of barriers and market conditions that have been consistently stable for the past tests where the thing in question was implemented (eg imbuing gems).

      In the beginning there may be increased incentives to do your own farming - kp and skills- but shortly those will dry up for you, while remain for others who are new or just have not gotten to that mob yet. So after your first three weeks of game play you will be looking at competing for mobs that would only net you materials and no kp alongside players who are there for the kp and materials vs just paying gold for the materials.

      In addition after playing a few weeks you will likely have some 'favorite mob' to fight for gold coin supply due to an excellent counter build or just the lower competition for the mob. Thus it makes business sense to go with the sure gain and trade it in for assured return of desired item via market, instead of chasing a riskier chance with multiple barriers to self sufficiency.

      Final point is that you are not the norm group, I am not the norm group. The norm group are the casual players who make up the majority of the gaming population who want instant gratification and take comfort in knowing that their gold coins (which they get from doing the 'fun' activities of adventuring with their other casual friends) will provide that in the markets and likely also feed a underground black market of using real money exchanges for items, because they would rather spend their time adventuring instead of harvesting and crafting.

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: Problems with everyone being able to gather, craft, tame, etc...

      @FibS
      "Rock on the end of stick" made me crack up. Thanks for your response !

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: Problems with everyone being able to gather, craft, tame, etc...

      Total agreement with Spoletta on this.
      Due to travel, harvesting, and crafting times there will be a corresponding price for the goods compared to how much gold coin they could have earned farming mobs in the same time.
      I have, and will continue to, work on data acquisition for just that conversion. If a player decides my prices are too expensive, they are welcome to do it themselves and then find my prices were not as I did my homework and based my prices off of the time it took to harvest and create the item.
      Other players who put goods up for lower prices will see their time devalued, and likely stop. Those who put them at higher prices will not get it sold, and lower. This is the nature of the open market. The best part is that because all markets are local there is the addition of travel and opportunity costs. so while you could look at another market from this market and see there is a better price two towns over, is it worth the trip?
      As a moderate crafter I had no problem selling ingots when I wanted to at good prices (1.5k-3k each) since those more interested in PvE or PvP had more access to coin than interest in crafting, and they were more numerous.
      The only place where this has not been the case is food goods... and that is mostly because of bugs -sigh-

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: The Tutorial – To Add, Please Don't

      Spoletta, Rainbow and I have made some additions on the wiki, and it is useful for a bunch of things ! There is also tones of info here on the forums and in the creative corner on discord... most just don't take the time to look.

      I would also be happy with a minecraft like game setting (no recipe book), where you either discover stuff by chance or look it up on the wiki.

      I also recognize that lots of players are not that interested in doing even that much, and for the game to keep a good population the ease of entry is a major factor.

      This is why I suggested the 'tutorial island' which you can go to if you want your hand held, or opt out of if you just want to dive in.

      So it would be : character creation screen, >> tutorial? y/n >>> tutorial island or "pick your arrival port".
      And no starter towns at all, just open wilderness.

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: Alpha Weekend starts today!

      most of the summon able world bosses are seriously -hard- (ok, not the spiders or the bear).
      The tree ent and stone bosses took two rotating tanks and three dps last time my group fought them. With liberal use of campfires.

      posted in News & Announcements
      OlivePit
      OlivePit
    • RE: More accessible plots

      I would build a chest, give the chest 'friend' or '?co-owner?' permissions, and then people who I added to the properties 'Friend" and "co-owner" lists could have access to it.
      So I could still have private chests, cuz the diamonds are mine ! MINE I SAY ! -cough-

      As I have said many times many places... there are plenty of ways to get access to all the techs without having to be part of a town and doing the real work. Most of the ways are easier if you have friends.

      The problem is that -someone- has to build and upkeep those towns.

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: More accessible plots

      Basically the latter.
      You can only have one house per account per world, and can only be a citizen of one town per world.
      So your account can only be part of one town in syndesia, one in tarterous, one in arborius.
      Resident means you have a house outside of town (the red circle regions).
      Citizen means you can have a house inside of town, but are tied to the town in any case as your account can only be a citizen of one town.
      So Citizen of one town, and build a house outside another town in order to get the benefits of both, more or less. Rely on the city bank in the town you are a citizen for all your stuff (as you cant build a 2nd house).

      Or have friends and share permissions to each others houses.

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: More accessible plots

      @DarthJafo
      How comfortable are you with being dependent on the good graces of another town for your alloys? your food? your leather? etc...

      The last two week test Meridian and the new order aliance had really good relationship.. but even so both complained about the others taxes on our different trade goods and technologies. And neither were comfortable with relying on the other for our food. (and because of bugs neither had to =P)

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: More accessible plots

      @DarthJafo
      It is theoretically possible... but not likely.City tier costs.png

      those food costs are bags, each bag takes 10 units of the material, so 10 cooked steaks, or 10 grains of wheat.
      I am not sure if they dropped the resident requirements, but the prestige requirements are real and often require residents building houses in the outskirts to obtain.

      To get 5 towns to rank 10 you would need 150 'residents', 40 of which were actually active.
      With the crop numbers from last test, all 3 of them would need to be high fertility and have at least 12 fields inside the walls to meet the weekly food costs.
      Note that the crop numbers will change when they introduce the third crop (greens), making my spreadsheets cry and need re-working.
      Note that high fertility zones are usually not that close together, and dont have much in terms of other resources. -so you would have to travel to get your stone, ore, and other mats.
      alternatively a rank 5 farming town could supplement a rank 13 average fertility town. But that rank 13 town had better protect its feeder town (thus rank 5, for walls) or they will find themselves de-ranking.

      If towns are going to reach rank 15 it will likely be in short 1 week bursts after a month of saving up. Unless the devs remove the 'research respec 1 point / day' it would be easier to just move around research points to access a technology temporarily then try to hit rank 15 to have more things.

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: More accessible plots

      Also be good to remember that forges and tanning tubs cannot be placed inside !

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: Second wind rework suggest

      yes it is a problem.
      In many of the same ways that bandages are a problem (low to no cost, instant cast, no animation interruption)
      The point about campfires healing too easily is also good.
      Changing them to heal 100 hp / 100 mana /100 endurance per sec sitting would be more realistic/balanced.

      I would lean more toward version A, but higher mana cost.
      There are already leadership heals / cleanses.
      this is absolutely a barbarian archetype skill, and making it require a shield removes that.

      Unless they introduce a whole set of skills that use endurance directly, it should not be used by any, and this skill exemplifies that.

      posted in Discussions & Feedback
      OlivePit
      OlivePit
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