@Logain
Nah, theological currency, like what religions run off of.

Posts made by OlivePit
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RE: Daily Message posting
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Aerhen Balance question.
Given that Myr needed to die due to shape, distribution, and mechanics.
Given that Aerhen is the -only- human continent available in next test.
Presume no transit to Tera or Tartarus is available
(They do not have energy crystals and so cannot initiate travel to other continents to seek out skills/kp so this is not much of a stretch and is likely to be the starting condition in any server until some wild folk decide to visit or players are forced to create dummy wild folk alts just for the purpose of crystal gathering - which is another bummer that might want to be addressed later?)The question to the PvP and PvE human players:
What mobs need to be added to Aerhen to allow for a viable ,if not complete, balance of skills?
What resources (wood type, ore type, gatherable) would need to be placed on Aerhen to provide decent ,if not complete or optimal, options for equipment?
Does Aerhen need to have the central and east regions re-allocated mobs such that they are more desirable? or is it ok that they are less desirable?This could also benefit from other discussions posted by Spoletta on equipment and material pros/cons:
https://forum.fracturedonline.com/topic/15416/gathered-feedback-weapon-selection-feedback
https://forum.fracturedonline.com/topic/15430/gathered-feedback-viability-of-leather-materials
https://forum.fracturedonline.com/topic/15427/gathered-feedback-viability-of-cloth-materials
https://forum.fracturedonline.com/topic/15450/gathered-feedback-viability-of-wood-materialsThere is also the pve & pvp feedback thread:
https://forum.fracturedonline.com/topic/15326/pve-pvp-balancing-feedback-thread/47Personally I feel that the loss of Myr will mostly be felt in the reduction of skills available, loss of ghoul leather, and the loss of primal weave.
Of the skills lost I think that the minor heal and aoe heal from the whisps will hurt as well as the loss of heavy strike, concussive strike, cobweb, poison, and stealth. -
RE: Bug Fixes - September 29, 2022
Nice QOL changes to sieges.
Glad to see the house fix, pity I would have to destroy my 3 current houses (and their contents) to place the new house. -
RE: Feedback on the new durability
Cloth armor is processed easily and quickly because it gives practically no protection or bonusses when compared to metal or even leather armors.
I would like it if cloth armor took more processing and also got better protections and bonusses to make it competitive, as is it is just rice paper that you put enchantments on. and unlike last alpha where cloth could take 3 enchants we are still stuck with only 2 like everyone else.
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RE: Town Issues/Discrepancies & Bugs
I think that it is totally intended that farming plots take up a 3x3 space physically but visually only look like a 2x2 space. I think this is intended so there is an aesthetic path between the
hedgescrops.I did not notice the reduction in town size, good catch.
I actually very much dislike the restriction of road only on the outer edge of Syndesia towns as I would rather place crops or houses there and a supporting ring of road further inside.
However. I do believe that the reduction of the size is intended to reflect the reduced need of space that Tera has for it's towns due to no need or use for a prison or siege workshop... It would be nice if we had some other specialty shops for Arborious which would then justify the larger area.
While the road bug does make city planning a fun game of Tetris, I think it is certainly not intended. I also would agree that a 42x42 space would be considerate once the bug is fixed such that there is space for buildings, roads, crops and the aesthetically lovely huge trees and boulders (which I feel we should be forced to build around and not able to place things over).
The house issue is a real bother. I accommodate by placing 3 of the 2x2 houses on a 5x5 plot, but even then the game wont let me place more than two furniture pieces (workstation/chest/bed/fire) in each 2x2 house despite there being room (reported). It would be nice to get the 3x5 T.It will be interesting to see how the 3rd crop will effect space demands on towns and I expect it to become quite the bother unless veggies/leafy greens nicely replenish legume nutrients.
Jacopo has repeatedly said that the intent is that you can either have a self sustaining town or a dependent city. He even gave the example that a rank 15 city should need the support of two farming towns (or sufficient raiding income) to sustain itself.... This may be enforced either by increasing the prestige needs such that a town has to be full of buildings to reach the target, and thus no room for crops, or to increase the crop need such that there is a steep tradeoff up to rank 10, or simply limiting the space available such that you cant have both.
My guess is that Myr was on the small side, Aerhen on the large side, and Tera somewhere in between. At launch we may find that this is all just them testing to see what size is best and have all towns follow that format.My ideal city would be on the large side, with optional wall, obstructing aesthetic elements (ponds in Myr, giant trees in tera, lava pits in Tartarus, and big boulders in Aerhen) for character, and no requirement to put a road where the wall meets the town.
In my opinion the biggest issue that you mention is the fact that there is no way for a house plot inside a town to be removed other than by the owner... This could very well create a town full of dead residences. I urge the Devs to apply some insubstantial rent on these plots (say 10g/week) and a modest cap (say, 2 month supply) such that extended absences can be cleaned up and more active players can take the space.
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RE: PvE is Extremely Broken....
This is what will make Syndesia, guilds, and sheriffs shine and why they should bring back the 4 factions.
We used to have a four faction system, choose one of the factions and you could pvp the other three without karma consequence.
This is hinted at again in the live action video that was made for the game - the blue banner team and the red banner team.
with that system back in place players on Syndesia will be able to unite and fight for farming spots as should be the role of any city and its leading guild.
Being part of uXa or Iron Bank or any other highly active and organized guild (or even just their faction) would provide the kind of protection you are seeking and the kind of pvp content that they are seeking. Even now I bet that if you posted in recruitment or global chat that there was a group rolling through then one or two other competing groups would rush there just to take part in the pvp content they love so much and which they already do when a legend summoning is announced.@Vortech could you support or refute my take?
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RE: AMA with Developer 23/09 - Summary
@Veeshan
bandages have instant cast time, no animation (other than green burst), can be use on a horse and in the middle of another action, have no memory cost, no mana cost, no kp cost, are trivial to make massive numbers of and scale powerfully at 20* con. They are already OP and having them take up an ability slot is the least they can do to help balance them. And even that they have not done as you can have your inventory open during combat and use them from there -even Ace is shown doing this in one of his most recent videos-I am worried about bringing the +1/+2/+3... enchanting system back, it was broken to the point that someone in +4 could solo kill 5-10 other players in +1 without much effort.
The 3rd crop answer was a good one and I fully back the Developers taking their time to flesh out the system properly. Sadly it also means that my involvement will be minimal until that happens.
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RE: Gathered Feedback: Viability of Wood materials
(note dead wood increased damage by 10% not 5%)
I feel that of all the materials in the game, wood is the best designed.
here we have clear uses for each material and none is clearly superior or inferior to any other beyond personal preferences.
The only problem I have is the variety of damage conversion. All the types should have the same damage conversion unless the other modifying element is just so good that people would use the material entirely for that aspect (crit chance or crit damage for example)
I feel that 60% is a nice middle ground. not so high that you are clearly doing a full damage conversion without bothering to use an elemental arrow ability, and not so low that it has no real effect (looking at you chestnut and maple).
I could also easily be convinced that the elemental conversion should not be a property of the wood itself and instead an enchantment option.
If the wood (or leather or fiber) did only one thing then it would be much clearer who was using what material for which build and thus allow the devs to make better targeted balancing actions.For all equipment I see a few enchantment or material properties:
elemental resistance / weather insulation (which i argue should be the same thing) or damage conversion
sub stat modification defensive (willpower, evasion, hp, etc..)
sub stat modification offensive (accuracy, crit chance, mana regen, etc...)adding on more aspects just overly complicates the process of making the gear that works well for your -ideally unique- skill, stat, and talent build.
while allowing players to mix and match gives flexability.
I would argue that the material should -just- give the first category effects (elemental resist, weather insulation, or damage conversion) and the rest supplied by enchantments. -
RE: Mage spells (school spells?)
you mean this talent?
if so, it does work.
notably with firebolt and entangling web where with it you can get your cool down to below 3 secconds.Make sure that you have memorized your talent preset.
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RE: Gathered Feedback: Viability of Leather materials
Here I see the same, but less, problem as with the fiber options.
if you want heat insulation you go light or dire wolf.
If you want cold or stealth you go ghoul
if you are wedded to slashing go grizzly.
the trolls are all double edged swords and seem rarely used.
mammoth, tough, you -could- use but why when chain and plate armor would be better?
mammoth, tough and dire are basically never used except for grinding crafts.Each should have a clear use and purpose.
Hide/leather have less of this problem than fiber, but it still exists. -
RE: Trying to Declare Conquest
@GamerSeuss
they were trying to attack Northguard as it says in the picture. Which is a rank 0 town...
they were a new guild wanting to conquest it as a guild...
Which is supposed to be allowed. -
RE: Feedback on Legends
The only people hurting for KP and would need the pages are Mages who want to unlock just about all the abilities.... otherwise the pages are just the quick and easy route to get kp for talents without having to hunt mobs.
It is very easy for me to imagine that big guilds like IB may have trunks full of pages just waiting for when they make an alt and then use them to buff their KP up fast for talent points and then only hunt the mobs that have the skills they want to try out.
It makes much more sense than kp hunting the entire maps and all mobs.Once we get T3 gear and are able to do T3 enchants (all with world boss drops presumably) then -=that=- is what people will be fighting and pvp'ing for. not the pages.
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RE: Stuck in Loading UI
often people accidentally open two clients and they both run one over the other. Check your running programs.
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RE: Fractured Online - Early Access
Just as the new players we got this last free weekend appreciated and used the experienced players to allow them to play the game without massive headaches or bottle necks (like having no towns, or no-one with the recipies to make a thing, or no ingots smelted or hide tanned or rare mats farmed) so too would these new players who come in the 15th appreciate the materials we have and the lack of compeition for the basics.
With a wipe everyone will be competing for the same begining resources and mobs.. and the new players will be over run by the experienced ones who will not be slowing down to help out the new people. -
RE: Gathered Feedback: Viability of Cloth materials
Linen is used for rope, cloth, bandages, and wagons. It is plentiful on Myr but relatively scarce on Aerhen. If you ever get 50 at once outside of the starting area you are probably going to use it for the other purposes (bandages probably), not clothing. Otherwise it is fine.
Cotton is only farmable, thus gated by cities and crop rotations. Once we get vegetables and leafy greens I fully expect to never see a cotton field again. This is mainly due to its uselessness and pathetic stats. Other than the volcano on Aerhen there is no place where you would need the heat insulation, and even there you are probably running fire protection to avoid the stacks. Considering the dificulty to get it, uselessness of the product, and very limited uses it has, it is no wonder that most just throw it away as they harvest it. It only had a niche value when it gave +1 perception per armor piece... but those days are long gone and probably for the best.
Spider silk is the every mans go to. It is balanced for cold and heat, it has better armor and no encumbrance. This is your default material which everything else compares against.
Primal Weave improves energy damage and resistance to same. This is great for the... 2... mage damage spells that do that, or the ...2... charisma spells that use it, or the ...6?... utility spells which do some energy damage as a side bennefit to the main point of debuffing the targets. If you somehow make an AA build that is viable it may be nice for that mage favorite -mage staff-. It is still very niche and overshadowed by alternatives like:
Mammoth wool. This is one of the top 3 materials. It gives HP. It gives HP. It gives HP. there is also the nice synergy of increasing cold insulation and reducing heat which is opposite of scholars armor and results in a nice neutral, but higher net, insulation level for both. The shock and crush resist is also nice vs some mobs and some specific pvp builds.
Ghastly spider silk is an odd ball... if you -really- want one material for the widest range of enviroments i guess you could use this... but it has nothing much to reccomend it otherwise (unless Arborious uses lots more acid damage as we saw in the video, but even then you are likely to just use acid protection spell instead to avoid stacks). It is also a powerful enchanting reagent and probably better used there.
Rabbit wool cloth is a joke. Luck does very little now with most things resisted by fortitude not willpower and even then it being a scalar thing instead of a save-to-ignore thing. It is the consolation prize for killing a rabbit and getting no feet.
winterspine weave is a top 3 contender due to the pvp aspects with its damage reflection, cold resistance, and armor. The encumbrance is a slight downer, but is still a viable option.
TLDR:
Start with spider silk, graduate to mammoth wool, dabble in winterspine weave. Ignore the rest as useless. Cotton needs more uses, luck needs to be meaningful, and need more reason to use armor insulation instead of flat protection abilities when entering hostile enviroments. (see rant about how stack decay should be tied to elemental resistance instead of a seperate thing, which would then make armor material resistances and insulation more relevant)All cloth armor materials are still pathetic in variety and utility when compared with the options available for leather and metals.
Yes this is for a good reason- namely the leathers and metals take more time and investment to obtain.
In alpha this was balanced -some- by giving cloth armors 3 enchantment slots instead of 2 -AND- assassins' armor was made from leather but still a light armor. So back then the light armor user had a better selection of options.
I would like to see cloth armor options increase in cost (time, resources, etc...) but also increase in effect or variety so that people have meaningful choices. Right now it certainly feels like we do not; winterspine or mammoth, flip a coin then choose mammoth for the hp. -
RE: Best build for solo player?
Ace would know better, but never posts... so...
Archer is easy start, but stagnates later due to being limited to only a few damage types (piercing, cold) tho elemental arrows certainly help. Many start archer for easy money/kp then respec into either:Mage is able to do everything (but world bosses) solo with the right build and gear... but is expensive in KP, gear, and enchantments; all which take time.
or
Late battle mage is currently the 'most powerful' but requires high end gear, enchants, and specific skills and still has some weak points.