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    Posts made by OlivePit

    • RE: More gradients of difficulty to better accommodate more players.

      not at all.
      A lot of the game is lateral progression via equipment.
      A brand new player with some equipment and friends can certainly take on harder mobs right out the gate.
      This is shown by your good example.
      in my suggestion you would just have to give them appropriate clothing to go and play in the harsher climates.
      Just like going to aerhen now. you dont go to the really cold or hot places without appropriate basic gear or skills.
      these basic gears (cotton cloth vs rabbit cloth for example) are easy to get and not a real obstacle.
      The goal is to give higher 'rank' players more content while not simultaniously making it too hard for other players or creating a situation where the higher 'rank' players steamroll the lower rank players along with whatever mobs they happen to be farming.

      If a group of lower rank players decide to gear up and go to the harder place, they are still going to do well and -if- they run into a solo higher tier player they are less likely to get eliminated as they went in expecting it to be more challenging and so brought the numbers to counter it.

      I hope that any farm bots or killing-for-cash solo players are also more likely to be identified and dealt with with this system as they would stick out even more then they might otherwise.

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: Low nutrient farming bug

      could you be a bit more explicit in that Junkie?
      is 8 beans the yield? or do you do 8 plantings of beans in a row?

      posted in Bug Reports
      OlivePit
      OlivePit
    • More gradients of difficulty to better accommodate more players.

      Due to the very large gap between starting players and max kp players with fully enchanted T2 equipment who know how to best use the game mechanics there will always be this point where some people are just steamrolling mobs.
      use the '3 continents per world' to create raising difficulty environments.
      Continent 1 (myr) could be where all the easy and a few medium world bosses are, and where players dont really have to worry about weather conditions and can clear 80% of the mobs with just T1 equipment. 150% fertility norm.
      Continent 2 (aerhen) would have medium and hard world bosses, the players would have more challenges due to weather and environment, and would need T2 equipment to do it well. 100% fertility norm.
      Continent 3 would have the very hard world bosses, and just be a horrid place to live (50% fertility norm), but also with equally rewarding mobs/resources/and abilities available. And this would be the place to get and use T3 equipment.
      BUT make it so that each content requires trade from the easier ones.
      ---- like myr has tin/copper and hardwood while aerhen does not.
      We kinda have this promise already in the 3 worlds such that you -can- visit the demon world from the human one, but at great risk.
      Further splitting this difficulty/reward gradient between the continents of a planet -I believe- would make for more and better player experiences.
      While high power players -could- just steam roll in the easier continent, the opportunity cost and travel cost would make this prohibitive.

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • Low nutrient farming bug

      I -finally- caught it !
      c2820975-f2f5-4c11-8298-928f21d3c9bc-image.png
      and yet this did not trigger until the crop was at 29% nutrients (in 100% fertility zone).

      posted in Bug Reports
      OlivePit
      OlivePit
    • RE: aerchen citys fireplace cooking doesnt work

      sorry you seem to have that problem.
      In Zenith I am not able to re-produce it.
      b89debc7-d6e4-464d-bdd7-57b4b28cd5cb-image.png
      However it may be a permission thing... and some towns may not be allowing visitors to use crafting facilities and the fireplace counts???
      Try using the fireplace at zenith for comparison.

      posted in Bug Reports
      OlivePit
      OlivePit
    • RE: City Research Visibility

      this is what information looks like on the vice governor side:
      d792c3cb-6f51-4c18-80a4-10b5f8e79fac-image.png
      1388328a-2cf8-49b7-a172-b36f3841e0ac-image.png

      at the very least the splash page of each town should show the plot prices, taxes, and a smaller version of the tech tree... or at the minimum list the techs, like 'basic tailoring, wizardry 1, advanced smelting, alloy making, metal weapons 1, plate armor 1, chain armor 1, siege weapons, bows 1, architecture.

      there are plenty of towns that exist which are only populated by people of a certain time zone. this is unfortunate and I believe that it is partially due to the lack of information available at the town splash page. were the town to have these minimal bits of information available to all players (and not just vice governors) then i believe it would increase the player interactions and experiences in a very positive way.

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: PvE & PvP Balancing Feedback Thread

      @spoletta
      the flattery is overwhelming.
      I am most certainally -not- the most experienced tank in the game.
      But they are not posting.
      which -sadly- makes me defacto the most experienced since I am all people see ..

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: [Town] Cannot Place Corner City Wall

      @LordSkykal

      2dfda1e0-17c7-4f8f-a304-796bd5bdabca-image.png

      posted in Bug Reports
      OlivePit
      OlivePit
    • RE: Town Wall Corner placement not working.

      @LordSkykal
      both are given... right above... as part of the screen shot and the words before the screenshot.

      posted in Bug Reports
      OlivePit
      OlivePit
    • RE: Town Wall Corner placement not working.

      this is still a problem.

      Will we get a new town if the devs/gms dont fix this huge bug and our town is conquered or raided due to it being a glaring whole in our defenses now that they are turning raiding back on?
      @Arcahem

      posted in Bug Reports
      OlivePit
      OlivePit
    • RE: [Town] Cannot Place Corner City Wall

      This is still a problem.
      It still cannot be placed.

      posted in Bug Reports
      OlivePit
      OlivePit
    • RE: Siege feature is too punitive and should be a multi-stage siege

      Spoletta — Today at 9:02 AM
      Trying to find it. I'm starting to believe I imagined it.
      Oh ok no, it was the tidbit in the bug fixes area of the last patch.
      "The Political Atlas menu now only shows LAUNCH CONQUEST when opened via the Guild menu, since Guilds can only launch conquests on Hamlets – no raids or nation join proposals."

      ok... good stuff, thanks for sharing.
      This sounds like: a group of people in a guild but without a city of their own can, through the guild politics window, declare a conquest on any hamlet in game and conquer it.
      I see this as a good thing for when the map is full but not all towns are active and some have decayed to rank 5.

      yes, it opens the doors to zergs, but it still protects bigger towns. The zerg would have to find some other way to raid the town to reduce its rank before attempting the conquest
      -since you can only raid from a town-

      the only problem arises if the guild gets outside help for their 30 man team to conquer the hamlet. So a guild of 1 runs around challanging towns and their big city allies fill the ranks of the assault team.
      if a player wants to be a merc, great, but they should not be able to be a citizen of a town and fight for another town/guild/ group. if you want to fight for a group, you should have to join it and abandon your claim on the other group.... tho i guess guild hopping could still be an issue.

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: No skill loaded in my skill bar nor my skill pool

      create new preset, memorize it.

      posted in Bug Reports
      OlivePit
      OlivePit
    • RE: Feature Spotlight - Seasons

      This could be good, this could be bad.
      I have no problems with the siege system as is (other than the clear bugs and exploits). But removing the adjacent restriction seems like a bad idea to me.
      By removing the adjacent restriction on Sieges you allow zerg or grief groups (like bussy) to wantonly destroy other towns for no reason other than they can. This means that despite the promise of having 3 continents and towns spread out there is no way way to distance yourself and protecting a town from a heavily hostile group is left with one option: pre-emptively destroy them, and most likely through constant battles and attrition.
      I would like to hear what albion veterans have to say on this change.

      The rest of the proposition seems great. Giving players of all types credit towards improving the guild ranking is a wonderful inclusive decision.

      posted in News & Announcements
      OlivePit
      OlivePit
    • RE: June 30 Update

      world boss changes: great !
      love to Aerhen : wonderful !
      changes to vice gov and starter cities : Thank you very much !
      Changes to tutorial and mastery: Yea, ok, that is a good idea. Better to get players out into the game world than sitting around in the tutorial very long.
      Leashing changes: Excelent.

      change to touches:
      ok... Before the patch I could have crippling strike and a touch power on at the same time, which increased my options/effect/and damage as a no weapon brawler... making them incompatable just hurts brawlers more, especially since 10 stacks is basically nothing and the damage is based on int2 instead of something like crippling strike which is dex6. this also makes brawlers wearing rogue armor much more tedious to play as i now have to switch between toggles as they -very quickly- come off of cool down, instead of just having them toggled and activating along with the touch. much sad. please give us fist wraps / brass knuckles.

      cloak changes: ok, now it is useable... but still not sure why it has the damage resist aspect... Will give it another look.

      Entangling web nerf: yea, that needed to happen.

      mage armor running cost reduction:
      wow, yea, that is a way to make it useable ! We might even see some more mages taking those short range spells and getting into melee more without becoming splatter in seconds. it still takes a slot, and mem, but at least it is something.

      Totem cost reduction:
      Appreciated , but would still be nice to be able to place more than one.
      I can somewhat understand why you wont let me place two of the same in the situation where one lives long enough that the cd of the ability comes back up... But if I choose to spend 12 memory points for all 4 totems I do not see why i should only be able to use one of the four at a time.

      All the buffs to mage damage and reduction of casting times:
      Thank you very much. I hope this makes mages more playable and hope to see more action there.

      posted in News & Announcements
      OlivePit
      OlivePit
    • RE: Paladin Build

      nice video, your voice was a bit quiet and the fire sound a bit loud but just a minor quibble. thanks for sharing !

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • Localized cold stacks during hot weather.

      For whatever reason while riding through this region I was getting cold stacks despite my equipment being good and the temperature being 30c
      c416b181-9ed8-4af9-b034-f9724d27695c-image.png

      posted in Bug Reports
      OlivePit
      OlivePit
    • Vice Governor abilities bugged?

      Before the recent patch which created the trusted rank I was able to delete buildings from town to adjust the town layout.
      I am no longer able to do this.
      All abilities that a governor has other than promoting someone to vice governor need to be available to the vice governors as just a matter of logistics. Please adjust permissions accordingly.

      posted in Bug Reports
      OlivePit
      OlivePit
    • RE: PvE & PvP Balancing Feedback Thread

      hit tab, and viola, bow. hit tab again, and ta-da sword and board.
      You dont need arrows or abilities to use a bow, just put it in one of your three hot swap weapon slots.

      To adjust aggro mid combat stun the target then do damage or be closest when they come out. has worked consistently for me just fine with the starting abilities. Better and easier with later abilities.

      You can also use the net ability to root an AOE of targets to give you time to get into range and keep them from chasing your friends.

      This is not a mmo where there are hoards of enemies that will target healers. This is straight forward and simple.

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: A Rant on Crafting and market economy problems.

      Then you should be more specific.
      In any case, the devs have said that they would be making storage bins like those by the blacksmiths available for personal plots at some point... but carts are just easier in my opinion.

      posted in Discussions & Feedback
      OlivePit
      OlivePit
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