Navigation

    Fractured Forum

    • Login
    • Search
    • Recent
    • Tags
    • Users
    • Groups
    1. Home
    2. d3Sync
    3. Posts
    • Profile
    • Following
    • Followers
    • Topics
    • Posts
    • Best
    • Groups

    Posts made by d3Sync

    • RE: First Impressions on the new City System

      @GamerSeuss said in First Impressions on the new City System:

      @d3Sync you're forgetting that Cities needs must be claimed and built up first. Resources need to be allocated to all kinds of buildings, and even if a Harbor is a priority, Town Hall, the Bank, and the Tavern are still the first 3 buildings needing to be established in a city.

      With the currently proposed method, Harbors are available day 1, as soon as a group gets sufficient funds to utilize them. This means if your city is over on the North coast, not really close to many Humanoids that drop gold, you can send your characters over to another area where such mobs are more prolific, build up your actual Gold store, then pay a Harbor near there to jump back to your city and utilize this gold in the building and maintaining of the city near the harbor, and solo players can also use the harbor to safely avoid the thick of things in the middle of the continents without having to run wide around the parameter of the map to get anywhere. All Harbors are thus open, all the time, not vulnerable during a siege, not dependent on the city being claimed and built just to get up and operational.

      YES, a city would value their harbors, that goes without saying, but ultimately, the harbors are an open resource, not meant to be attached to or dependent upon a city. It might be a little more gamey than the rest of how Fractured works, but it makes perfect sense and its a reasonable compromise.

      Yeah, then I guess I just disagree. I wouldn't say that I'm forgetting anything. I'm just trying to learn more.

      It's not very different than one city going high in a tech tree in one area, and another going high in the tech tree in another. It's a balance, based on what the owners of the city require. Harbors being able to be used on day one makes little sense to me as a benefit, as no one will have the resources to move people around on day one. Perhaps, instead of relying on harbors to be the only way to fast travel, they could add ancient portals to the continent. There could be 6-8 of them in specific locations, spaced out across the map. It would potentially bring PvP to the area in some cases. It would require certain reagents or items in order to pass through, but everyone could use them as long as they could pay the cost. Then, harbors could be re-attached to the city infrastructure. So if city management decided that they didn't want to spec into harbors, then they didn't have to. It could be a strategic move by them.

      It seems like they are forcing harbors onto everyone because they didn't like that no one was using them. My suggestion would fix both problems. Being able to fast travel via portals and not forcing a game-y mechanic down everyone's throats.

      What do you think about that?

      posted in Discussions & Feedback
      d3Sync
      d3Sync
    • RE: What exactly is the purpose and principle of cities and personal lands?

      @Farlander said in What exactly is the purpose and principle of cities and personal lands?:

      Speaking from experience in UO being able to store things in your house as opposed to the city bank, or whatever this game uses, is a personal convenience. Depending upon where your house is located it can save travel time for grabbing items you may need in a hurry. I've also always just liked a private place to craft with all the stuff I need close by for easy access. I'm not sure how everything works so far but those were the reasons for me to have a place of my own in past games.

      The major difference in UO is that you could fast travel ('recall' or 'gate') to any place that you've 'marked'. Even if you couldn't mark runes, your house could be built almost anywhere on the map. In Fractured, your house will be in the immediate vicinity to your city. So travel distance between your home and your city bank will be negligible. I do wonder if they will add the occasional wilderness home. Though, it won't benefit from the tech that a city provides.

      There is something to be said however, for your house being safe if there has been a successful city siege. I'm guessing that if all of your belongings are in the city bank, they either become the property of the new city owners, or they vanish. Lost forever.

      posted in Discussions & Feedback
      d3Sync
      d3Sync
    • RE: First Impressions on the new City System

      @GamerSeuss said in First Impressions on the new City System:

      The detaching of Harbors from Cities was made as a decision so that they didn't have to worry about a bunch of harbors going unbuilt/repaired. This way, harbors are usable from the beginning and are independent of whether the city invests in them or not.

      I don't really understand the logic behind it, still.

      I would compare what you told me, with the decision to significantly reduce the amount of cities. To reduce ghost towns. Wouldn't reducing the amount of city plots potentially solve the issue, as there are now less harbors? So either it was done for a reason that you have not described, or the developers made a very short sighted adjustment. It's certainly not a change based in logic, as harbors don't just operate on their own in real life. So it must be a change based on game play balancing, and your suggestion doesn't seem to fit. If cities do not value the harbors, then the developers need to make them more valuable. Not just remove the need for upkeep.

      It would be nice if a developer could add some insight to this.

      posted in Discussions & Feedback
      d3Sync
      d3Sync
    • RE: npc cities

      @Birthright They are adding consequences starting in the next test. So I'm sure we'll start to see 'law and order' rule the day, most of the time.

      posted in Discussions & Feedback
      d3Sync
      d3Sync
    • RE: How click intensive is Fractured?

      @Zori said in How click intensive is Fractured?:

      @GamerSeuss said in How click intensive is Fractured?:

      @Zori Well, there is talk about putting your character in a combat mode that ignores things around you until combat is over...no gathering or looting.

      That's not really the problem, it's when the body stack happens that makes it really difficult to collect loot.

      Easy solution. Area loot.

      posted in Questions & Answers
      d3Sync
      d3Sync
    • RE: npc cities

      The haven for the bad guys is Tartaros. The haven for the good guys is Arboreus.

      Not quite what you wanted, I know. =/

      posted in Discussions & Feedback
      d3Sync
      d3Sync
    • RE: Solo pvp areas

      Unfortunately it simply isn't possible, unless it's an instanced area only involving two players.

      No amount of mechanics and clever thinking can create a multiplayer open world, where you only ever encounter solo opponents. Not one that can't be exploited at least.

      This is a group oriented game. You will have to be crafty as a solo player to take out multiple targets. Stay away from legends. Take the road less traveled. Learn how to run away, as you'll be doing a lot of it. Stay away from warring factions. Stay away from dungeons, when they are introduced. Stay out of Tartaros, when it's introduced. And if you must take a chance, do it on off-hours, or take a few friends. Learn how to manipulate chat, in order to pull people off your trail. And ultimately, expect to die. A lot.

      posted in Discussions & Feedback
      d3Sync
      d3Sync
    • RE: First Impressions on the new City System

      In my opinion, there are two things that need re-evaluated.

      1. Enemies able to roam freely through your city and being able to purchase residence.

      My solution : Cities are no longer 'safe areas', and all enemies are immediately flagged for PvP upon entering. The introduction of a system that allows governors to remove access to services (including purchasing residential plots) from enemies. And obviously, the ability to name those enemies, be it guild, alliance, or nation. This way, you don't have to play games attempting to trap those enemies as they leave your city. You simply remove them by force. Even if safe areas stay, enemies must not be able to roam freely.

      1. Harbors being detached from cities.

      I don't have a solution for this one. I don't quite understand their end goal with them. Logically, it doesn't make sense that you no longer have to repair and manage the harbor. Is it possible for large guilds to all port in from across the map (albeit costly), and rampage through your lands? I feel that you should still have to choose to repair the harbor, and manage it. It should still be part of the city tech tree. Governors should be able to close their harbors from their 'enemies'. As well as set taxes for using them. I don't know much about how this is going to work. So I am withholding judgement for now.

      posted in Discussions & Feedback
      d3Sync
      d3Sync
    • RE: The decision for public vs citizens-only crafting stations should be made by Governors, not Dynamight

      The developers are obviously trying to strike a medium between running their PvP players out of town, and being able to bring in new players.

      If you sit on one end of this decision, you are doing this project no good. A true sandbox is most successful when all play styles are catered to without a detriment to any of them.

      Ultimately, I'd suggest allowing the testing to determine how the system evolves further before writing it off.

      On a personal note, I am interested in these changes. It's obvious that Dynamite will make adjustments based off of feedback. So it's quite possible and quite likely that if these changes don't work, they will find alternate solutions. Cities now reap the rewards of allowing residents to purchase land, without residents feeling forced to actively participate in city activities. Allowing residents to refine resources freely, gives them something of value to bring into the city for trade or for sale. This is a win for the city, as the residents are actively producing value for the city while the resident feels that they are personally gaining from such a transaction. The adjustments to the amount of city plots should keep city population up, as ghost towns were clearly an issue with the last test. To me, all of those changes were obvious and needed. Solo players will still find it harder than players in large groups. Nothing has changed.

      My main concern is the harbor. I'd like to see how that works. Personally, I'm not sure about detaching them from cities. I like the idea of repairing, rebuilding, and managing them. It's illogical to have no control over a harbor that is directly outside of your city. In my opinion, sticking with the theme here, all residents should be able to use the harbor. And the city should still have to manage it. I guess I just don't understand the decision behind it.

      The other one is allowing enemy guilds and residents to enter your city. I wouldn't mind this, if not for your city being a safe area. To me, it's a game-y mechanic, that really doesn't make logical sense. Enemy factions should be tagged for PvP upon entering. Either that, or they physically can't enter at all once a 'gate' is constructed. Acting as a buffer between your allies and your enemies. Protecting your lands for your residents should be important.

      Not at all concerned about random non-residents taking nearby resources. If you want your residents and guilds to have access to those resources, defend them. You won't even have to anyways, as most people aren't going to travel an hour by wagon in order to strip mine your resources, and then travel an hour back to their city. It's absurd.

      posted in Discussions & Feedback
      d3Sync
      d3Sync
    • RE: Power Gap Struggles

      @vedran625 said in Power Gap Struggles:

      I couldnt post this yesterday 😞 the forums went down but here it is.

      @d3Sync

      Ok to start of i think it is important to understand that we are in an alpha, we are here to test the game and not to "play" as it were. I get it that everyone wants to MAXIMISE everything but i spend most of my time messing around with stuff trying to see if i can break it in some way. Or checking how things interact with each-other. With that in mind i think the current player experience is night and day of what I expect it to be in a released state.

      Now to go over what you said. I actually dont think i misconstrued what you said rather im questioning what you define as progression and reaching end game. What people consider progress, and how they set goals is different from player to player. In fact i think that we can both agree that cities need to be more accessible to randoms and newcomers, and this is exactly what i wanted to highlight with the need for more permission options in cities.
      Again i think that making work benches available to the public for a fee (some amount of gold or maybe a barter of some kind) would be a great way for towns to attract more people.

      To look at the stuff you specifically highlighted:

      A reasonable path to 80% of character abilities. Which may include access to most base abilities, outside of special mobs that are too difficult for a small group.

      Im pretty sure you can already do this, unless you are determined to play a certain spec and never change your spells any creature can be countered at the current time. I can see some problems maybe with some tougher ones but 80% should be doable even then.

      A reasonable path to 80% of possible knowledge points. This should be everything outside of special mobs that are too difficult for a small group, which includes city content.

      Again much like the previouse point this is completely doable ... frankly i would say that at the moment anyone solo or otherwise can achieve both a 100% in skills and knowledge points. It will take you a while, and you will need to create setups to combat the different abilities the creatures have but its doable.
      The thing everyone is concerned about here is the Legends, but i think things like this need to exist to keep everyone interested not just the solos/small groups.

      Now for the part where i have to disagree.

      The ability to craft every basic armor set in the game. Meaning, the base armor set of light, medium and heavy. Which would require the ability to craft work benches at your home.

      The ability to harvest anything, outside of nodes. This would require !rare! high level harvest-able nodes in the open world. City nodes would still be incredibly important.

      I do not think that an individual should be able to craft anything past the basics in their own home. The way the game is structured right now there are very few armor sets to craft, and the complexity comes down to the material you want to craft them out of. Thinking about it I would like to know what exactly you would want to be able to craft in your home in the current build. Where do you draw the line and why !? Should everyone be able to craft weapons and armor from some basic material (one that gives +0 bonuses) ... maybe but then the materials come in question.

      When you speak about the harvesting outside of nodes I guess you are specifically speaking about the ore at the moment. Since there is not really any resource that you cant harvest outside a node apart from those at the moment. This is where I have to heavily disagree with you because if these "rare" were so rare that the big groups were not concerned about them it means that it would be an incredible grind to pile up enough of them as a solo, and on the other hand if they were not SO rare then the big companies would themselves camp those resources to pad their own numbers.

      To finish of i would like to again say that there needs to be a focus on pulling everyone into cities, and in order for that to be a thing there needs to be more permission options (and probably a detailed log of what is going on in the city, who is taking things out of smelters/storage and who is crafting what etc).

      Alright. So when thinking about this, as a solo player, you need to consider the mindset of one. They don't like anyone carrying them along. Often times, these people only have a friend or two that play. Or they don't have any. So I feel that they need a reason to interact, as it's just not in their nature.

      Currently, the only thing they can do is create charcoal, harvest stone and plants, and create hide. The problem is that only one of those things is actually valuable to a city. Well, for the most part, it's enchanting resources. I'm worried that eventually, even that profession will be taken away from the solo player, as I've heard that tanning tubs once were place-able in housing plots, but no longer are. Perhaps leather working table as well? Not sure.

      What is the incentive to go to a city? Game mechanic? I feel like that's a very poor way to design a game, when you're trying to convince people to play AND stay. There must be a way to give solo's more of a natural progression to push them towards city life in a way that doesn't feel forced. Where simply playing the game as it is, would naturally guide the player to cities.

      Solo players have no bridge in my opinion. They can't become group players. The gap is too large. Their natural play sessions will be short. The life of their desired path is shallow. It includes the tutorial, some exploration to find a horse, grinding 1000 gold to buy a plot, and building their home. Then, they are left wondering what they could possibly do. Perhaps joining a city or guild is too much of a leap for them. At least right now. So how do you nudge these people in the right direction? This is definitely an alpha. And there will be a few other activities that could prolong this. But not many in my opinion, and not for long. A lot of them are group based. And the issues that most affect solo players will still remain.

      Not allowing them to craft anything valuable. Not allowing them to harvest anything valuable, outside of enchantment reagents. Not allowing them to refine anything valuable. So what is the draw to cities? Hell, what is the point of a house? Just extra storage and a place to respec? No vendors, and will there even be any long term? This isn't even so much as a cry for representation for solo players. It's a highlight to a very shallow early game that forces players into decisions artificially.

      I'll try and define my idea of basic materials. One step above primitive clothing that is done in your inventory. Not just hide and cloth. It would also include refining basic leathers and crafting basic leather armors. Refining basic alloys and crafting basic metal armors. So in terms of workbenches, I'd propose that non-citizens could have a basic smithy and smelter. A basic tanning tub and leatherwork bench. So on and so forth. The cities would have access to advanced workbenches. They would make all of the special alloys and leathers. Similarly, enchanting tables would stay, but not advanced ones. They would be in cities. That's the sort of way I'd like to see things play out. If you do that, you'd give these players the natural reason to take the crafts they've made into the cities for trade. Right now, the only reason is because the game tells you that you have to, or you can't progress. Or, you must grind your heart away to purchase gear to make your character more powerful. Which is fine. That's part of the economy. But it shouldn't be the sole reason. I believe this anti-solo mindset is creating a gate to content that isn't necessary.

      Then, obviously, if you're going to let players refine, then you must allow them to harvest. I'll toss out an easy number, for the sake of conversation. On average, every 10 stone nodes that you mine, you'll get a random non-stone block. Of those non-stone resources, they'll have varying chances to drop as well. Including gems. This would at least give these players a chance to get something of value. And while it may not supplement the economy in a meaningful way, in terms of city needs, it may just be another bridge to convince solo players to interact in a natural way, without feeling forced. It will give them something valuable to barter with, as rags won't cut it. Weave all of these basic materials into common items, such as housing decorations, non-combat clothing, trinkets, weapons and armor, capes, etc. It would create a sort of sub-economy with the average player that wouldn't particularly effect the city economies. It's that sort of complexity that keeps people playing the game. Being able to sell the things they find, because they have value. We already know that charcoal isn't going to cut it for higher level alloys anyways. So even if they needed coal for something, they likely can't craft it with a basic bench, and even if they could, they'd have to go barter for coal in order to get it anyways. But, maybe they'd find JUST enough in those rare drops occasionally to create something valuable.

      I think there are too many people trying to defend the city life idea. And too little people actually considering the downside of neglecting an entire play-style. I'd love to think that you're right about the game playing completely differently when it is closer to full launch. But I don't have that information. I can only tell you what my experience has been sans group/city play. I was done in three days. And I've had people tell me that I'm slow. That should send alarm bells off in every direction for the community and the developers. There may be hundreds of hours of city/guild play to experience. But getting to that point is the issue here.

      posted in Discussions & Feedback
      d3Sync
      d3Sync
    • RE: Want to respec at camp fire.

      @Blectorn said in Want to respec at camp fire.:

      No 🙂 The respec should preferably only be allowed in the tavern, to make this the center of the city.

      You can do it from your house too. So it being designed to make cities more important doesn't really make much sense. I think the idea is to make your choices matter more than previously. You could just throw down a campfire and respec your whole character, outside of attributes.

      However, OP has a point. In theory, it makes sense to limit people from doing it everywhere. But in practice, I don't think it really matters if you can or can't. At least not yet?

      posted in Discussions & Feedback
      d3Sync
      d3Sync
    • RE: Playing Solo Possible?

      @MegaMegaLobo said in Playing Solo Possible?:

      @Esoba It is true that cities are being given too much importance.
      Each update the houses of the solo players has less importance.
      If this continues, the video game will be another albion online, lonely players have no chance to advance

      Based on my experience, you would be correct. There is also very little to do at the moment. You either join a guild or city, or you can no longer advance and the game is essentially over. There are about 3 days of content for a solo player. That's how long it took me to find humanoids that drop gold, farm 1000 gold, and build a house with decorations. I have hide armor, the best that I can make. I have a primitive weapon, also the best that I can make. I could stretch the solo experience out to a week with some exploration, but that's about it.

      Currently, you must be co-operative. If you don't, find another game. This is my first test. So this is what I'm testing. And it needs serious work.

      posted in Discussions & Feedback
      d3Sync
      d3Sync
    • RE: [Feedback] Party Knowledge sharing feels bad

      @GorTavaro said in [Feedback] Party Knowledge sharing feels bad:

      I think any action(taking damage,doing damage, healing, buffing) should make eligible for fair share of xp.
      I don't see reason why not make leech option as well, it's up to party as they set it.

      'Leech' is the worst possible consideration. That would be a sure fire way to circumvent the work it should take to advance as a character. You'll just have a group of low level players following around some high level players and receiving experience for just standing nearby, but not close enough for be at risk.

      posted in Discussions & Feedback
      d3Sync
      d3Sync
    • RE: Halberd Animation is BAD.

      That's really nitpicking.. lol

      It's not that BAD. I'd call it imperfect.

      posted in Discussions & Feedback
      d3Sync
      d3Sync
    • RE: Power Gap Struggles

      @Shivashanti said in Power Gap Struggles:

      You know you can use the normal workbenches at every city? Just not the advanced ones.

      Do you realize that you just provided an excellent point as to why it should be okay to have them in your house.

      I understand that you don't agree. But I don't understand why you can't discuss the points I'm making.

      posted in Discussions & Feedback
      d3Sync
      d3Sync
    • RE: The City Monopoly Meta

      @Nekrage said in The City Monopoly Meta:

      @Meziljin said in The City Monopoly Meta:

      If i'm not wrong the numbers to raise a city are really lower than expected. I suppose numbers will raise greatly (maybe 50 instead 20 to a large city and 20 instead 5 to small city)

      Personally i would like to remove guilds from game, transforming them simply in citizen of each city (when u join a city, u join a group as citizen, with own chat working for all citizen of that city.

      This should even allow to not be excluded by cityi management for those who are guildless and join a city where guilds keep control and decisions, avoiding the emargination of someone (like me 😞 )

      i doubt will exists guilds with more than 50 members or to be more realistic 100 players who control 2 big cities. maybe 2 small, or at worst 1 big and 1 small. But with my system they are forced to not be in same "guild" so everyone will work for his "home"

      I would be limiting my city to guild members only in this case. Guilds would still exist.

      The issue is not guilds, it's the city monopoly.

      Oh the guilds is still an issue. The city mechanic not allowing a monopoly is obviously the root issue, but massive guilds creating sister guilds to circumvent and take advantage of a flawed system should be shameful. Especially because it only hurts the game. The game they are playing. But I guess people are still people. And being nefarious and underhanded is a common human behavior.

      Can't we just stop people from switching cities as quickly AND stop non-citizens from joining sieges? You can't defend your empire if you aren't actively participating. Someone smarter than me can figure out a clever way to still allow militia groups to assist in a way that people can't circumvent. Or maybe not, and the loss of a hired gun has to be sacrificed for the good of us all.

      posted in Discussions & Feedback
      d3Sync
      d3Sync
    • RE: Power Gap Struggles

      @Manaia said in Power Gap Struggles:

      @d3Sync said in Power Gap Struggles:

      I think you can let go to that tiny piece of pie. You don't need it. It won't affect the game negatively if you do. I'm only suggesting small concessions. Not the whole pie.

      If we're using a pie analogy, look at it this way:
      The nodes are wholesale
      The city trade post is a retail store
      Solo players are consumers

      Consumers don't buy directly from wholesale, they buy from retail. They can't go to wholesale stores that provide to WalMart and buy their product for cheaper than WalMart sells it for. They go to WalMart.

      The items ARE available for you, the wholesale and raw material isn't.
      So yes, you can buy your pie. You can't buy your wheat, apples, and sugar though.

      If we are going to continue the analogy in real world. One person could ideally go take a pickaxe and smack on a rock and find minerals. They could then take those back home and refine them on a small scale and sell them on etsy. They can't even purchase those materials at a cheaper cost from a market and make it themselves because the only place-able benches don't include making armor or weapons. In the real world, people can make real weapons at home with equipment that is affordable. So logically, and realistically, the system is flawed and nonsensical in Fractured. It's a gamey system for one, and it turns a whole player set away too. Unnecessarily I think.

      Crafting takes longer. Harvesting takes longer. Refining takes longer. One person has significantly less money than a city. Everything is already stacked against them. Allow them to make some things. Toss them a bone. They will never be able to compete on the market with a city. But they can make a few coins for the work that they can achieve. It's a supplement to the economy. And ultimately, it's a choice. A chance. Give me the downside of it. I've given multiple reasons to consider it. I don't think the city game play will be changed because of it. You could even restrict a solo craft to one profession. So you'd have to specialize to craft a work bench at home. But the option doesn't exist. Give those people an option. That's all I'm saying.

      posted in Discussions & Feedback
      d3Sync
      d3Sync
    • RE: Power Gap Struggles

      @Shivashanti said in Power Gap Struggles:

      Why is there that much concern about solo players with solo parcells not beeing able to craft anything? It wont be a problem at all in the future to get some good gear as solo player when we get the marketplaces an player to player trade. Also we'll get permissions for city-workbenches (at least i strongly hope so) so crafting as a non citizen wont be a problem in certain cities aswell. It's not a playstyle to chose to be a non citizen either, you can live in a city and hardly interact with the city holders at all.

      Because solo players are real people. And it actually makes up a larger part of your player base than you think.

      I think the real question is, why can't non-citizens have a small piece of the pie? Why refuse to let them taste entirely?

      The optics of it is predictable. Tell someone they will never make it, and they will never try. To eliminate a potential player from your world before they get a chance is silly.

      I think you can let go to that tiny piece of pie. You don't need it. It won't affect the game negatively if you do. I'm only suggesting small concessions. Not the whole pie.

      posted in Discussions & Feedback
      d3Sync
      d3Sync
    • My massive bug list!

      Hello all.

      This is an ongoing list that I have compiled. Some are suggestions, but most are actual bugs. It's just a copy pasta, so try and ignore any duplicates, if you find any.

      Some basic suggestions :
      When reaching 100% in bestiary. It should give you a bonus vs creature?
      Treasure chests spawning system in certain areas, IE Goblin Hills
      Damaged gear should have an icon displayed below status bar in top left if yellow/red
      Your current location should be displayed on UI (IE city, POI, region) Above minimap?
      Allow non-citizens to reverse engineer items into high tier resources
      Consolidate and enclose city resource nodes, IE actual enclosed mines, quarries, farm and design system to build defenses around it
      Add high tier resources to open world either in specific rare locations, or done so with a node spawner that has low chance, so non-citizens can trade in small amounts of resources
      Allow non-citizens to create basic tier light, medium, and heavy armors and weapons. It's already hard for them to get those resources and takes time to refine on small lots
      Which means more workstations being able to be placed in non-city housing plots
      Dungeon system
      Physical boats
      ...

      Settings Menu

      VIDEO
      1 - 3440x1440 NOT an option, but still works with 'use my resolution'
      AUDIO
      2 - Game music should be 50% by default, AT LEAST
      3 - UI sounds are too harsh and 'crunchy'
      CONTROLS
      4 - No ability to change or even see keybinds

      Character Selection

      5 - More creativity could go into how this screen is designed
      and where objects are located
      6 - Can't rotate character
      7 - Low resolution characters and scenery don't look appealing
      8 - Character ID not needed before race and sex (might be for alpha?)
      9 - Audio mute button isn't needed if default music volume is lowered

      GENERAL GAMEPLAY
      10 - Environmental audio not looping smoothly sometimes
      11 - Washed out terrain at certain times of the day, in certain lighting.
      12 - Can't hide character name or health status bars above character
      13 - Character position seems slightly higher on screen than it should be, but maybe I'm wrong?
      14 - Flickering orange/yellow ground cover leaves when moving in certain areas
      15 - Picked Arcanist, does not teach leatherworking
      16 - Difference between ability preset and talent preset not obvious enough
      17 - Icon for satiety is not obviously for satiety
      18 - Can't move food to hotbar
      19 - On widescreen display, click to move in upper corners doesn't work
      20 - Ambient sounds sometimes cut out momentarily depending on location
      21 - Footsteps don't match material of bridges
      22 - No bubble chat above character, WE NEED THIS!!!!
      23 - Can't hide or move UI elements
      24 - Inventory should populate with character sheet
      25 - Inventory and character sheet should populate with bank inventory
      26 - Food should give buffs to give them value beyond not dying...
      27 - When memorizing presets, preset screen should stay open, so we don't have to get up, then click the hearth or fireplace again
      28 - Northern safe city has much better layout, south city needs condensed perhaps...
      29 - Tutorial doesn't include harvesting and creating a campfire
      30 - Character sometimes continues to swing weapon after targets death
      31 - Sometimes enemies don't attack
      32 - Campfire sometimes sounds like dumping out trash instead of fire, actually it sounds like building walls in your house. Rare bug.
      33 - Armor and weapons do not show item stats on crafting page
      34 - Some dead or alive enemies float above the ground
      35 - Goblin Trapper bow animations could use some polish
      36 - Occasional hitching when travelling
      37 - Occasionally experiencing a few seconds of server lag, mostly noticeable
      when fighting
      38 - Building a campfire removes weapon from your hand, and some other actions do it too. Seems random, not every time.
      39 - No water splashes when running in water
      40 - House located directly on road : -3158 W -363 N
      41 - Invisible object on road at -2543 W -1221 N
      42 - Sometimes structures, creatures and corpses render after they are on screen
      43 - Spiders in Myr Grasslands? Fields are weird places to find spiders. Other instances of odd creature placement
      44 - Horses have no footstep sounds
      45 - Need auto-dismount when interacting with objects that require you on foot,
      such as harvesting and resting
      46 - pressing mouse an inch from character should allow you to walk, further
      away should allow you to run
      47 - Character sheet needs tooltips with information about various stats
      and what they do
      48 - Ambient environmental audio is intermittant at best in the world
      49 - Road not connected at -2821 W -82 N
      50 - No circle of transparency to see behind objects obscurring your character. NEED THIS!!!
      51 - When scrolling to zoom on map, position should zoom in on mouse pointer
      location. Makes it easier to zoom in on a location.
      52 - Darkest night setting is far too short. Last's just a few seconds.
      53 - Tutorial doesn't include how the talent tree works
      54 - DO WARGS HAVE LOOT?
      55 - Housing plot may be in middle of road at -2289 W -46 N
      56 - Rustic 4x4 L Patio description is missing 'wilderness' at the end
      57 - Rustic 3x3 description is missing 'wilderness' at the end
      58 - Rustic 2x2 Patio description is missing 'wilderness' at the end
      59 - Invisible object in road at 3979 W 948 N
      60 - Invisible object in road at 4342 W 1185 N
      61 - Invisible river at 4787 W 1439 N, in fact, whole river going south from the tip of the desert is missing, audio plays.
      62 - No lumberjacking audio
      63 - No mining audio
      64 - No harvesting audio
      65 - Carts litter the world and you can't destroy them. Do they decay over time?
      66 - When chopping trees, sometimes wood falls into ungatherable positions and
      you can't interact with them
      67 - Mobs walk through objects instead of path finding around them
      68 - Can't inspect wagons while mounted or while hooked up to wagon, why?
      69 - Should be able to split stacks by right clicking, much more intuitive. Needs context menu.
      70 - Floating ruins on housing plot in city limits at 4460 W 2401 N
      71 - Invisible object in road at 4334 W 2405 N
      72 - Floating ruins in city housing plot at 3822 W 2534 N
      73 - Floating ruins in city housing plot at 3754 W 2497 N
      74 - Invisible object in road at 4832 W 1358 N
      75 - Invisible object in road at 4367 W 1224 N
      76 - Invisible object in road at 4089 W 1127 N
      77 - Invisible object in road at 3981 W 950 N
      78 - Only terrain texture is rendering in area of 1129 W 293 N
      79 - House built into side of mountain at 775 W 413 N
      80 - Built structures and roads in cities don't show on minimap
      81 - Bridge partially floating at 189 W 443 N
      82 - Area not rendering interact-able objects at -1229 W 168 N
      83 - Can't hear footsteps from other players
      84 - When logs fall to the ground, the animation is very choppy
      84 - Can't place one of my fences, nothing in the way 4x4 patio
      85 - Charcoal piles too large, can't place them and surround with fence
      86 - Tool tip box is stuck on screen with all inventories closed, relog fixed
      87 - Zombies making squirrel chirps when they are attacked and when they die
      88 - Can't queue up actions, must wait for animations to end

      My list started to slow down here. I'll update this with any more than I find.

      posted in Bug Reports
      d3Sync
      d3Sync
    • RE: Power Gap Struggles

      @vedran625 said in Power Gap Struggles:

      I dont really understand where you are going with this. It is a constant issue brought up in these MMO survival PvP games (or however we are going to categorize them ... really not important). There is always this debate that I should as a solo be able to do all the things just as well as everyone else, and that I should be able to eventually get to endgame by myself.

      My question to you is this what do you define as end game!? What is this character progression you speak of?

      Currently I have 2 characters that I have unlocked skills on and gotten a significant amount of knowledge points with, and I'm already planning for some more. The gear/housing does not really bug me to much atm since it is all subject to change and its going to change because balancing is hella wack right now (even from just a couple of little test fights ... admittedly with only 4 people).

      There is no real END that i see. I mean i can finish a character to some extent i suppose but to unlock EVERY last bit of knowledge and to think that that is the true end is kinda silly ... there is always going to be an encounter or build that will beat you for 1 reason or another.

      I do understand your concern about the LEGENDS, but lets see how they work and how things play out before we start the fire alarm. Currently i think there is a much bigger issue with the way the knowledge works when you are killing the same mob with multiple people ... those dam mages always doing ridiculous damage 😢.

      To jump to the crafting part of progression I think that there is amazing potential in this game to allow solos to progress A LOT without ever having to interact with guilds in a meaningful way.

      First off if we just look at what is in the game currently (not taking bugs into consideration lets imagine everything is working 👅). You can as a solo rather easily accumulate a decent amount of gold, and with this gold you can basically go and buy anything that is on sale from the people in the cities. Unfortunately at the moment there is no support for public crafting stations, but unless you are a metal user I think you can craft anything you want in the starter towns (I honestly didnt check is there a forge there ????).

      What I want to see in the future is more detailed permissions to allow govs and vice-govs ... etc. to give access to utilities that their town has to everyone (if they so choose to do). I'm not going to go into detail right now, but crafting stations and such should be able to be set to things like "only usable to x guild", "only usable by x, y and z", "usable by everyone" and so on.

      Now i can already hear you typing that you want to collect your own ore or w/e else you are forced to buy from those dirty city people. I get your argument but I think you have to understand that if you COULD do it then so could they and if for some reason your way was easier for them, or would in any way benefit them ... well YOU BET YOUR SWEET ASS THEY WOULD DO IT !!! And then by doing so would completely de-value all that effort you put in.
      Frankly there is nothing glamorous about hauling a cart of ore, and wood, and rocks in order to get something done, and yes you are at the mercy of the prices set by the city but in the end that price is exactly the value you are willing to pay for whatever it is you are progressing towards.

      The system the devs have chosen to go with is very interesting and full of penitential, it will need some tweaking and implementation of new and improvement of old features but there is great potential here, and we need to see how things play out in further tests.

      In terms of where I'm going with this, it's a matter of considering a large portion of your player base. I'm a UO (Ultima Online) veteran, so I've seen the community this style of game brings, first hand. I do have a sense as to what works, what doesn't, and what people tend to want. Whether anyone here wants to admit it or not, a game like this will have a massive casual base, if successful. A huge chunk of those casuals will be solo players and very small groups. So in order for the cities to grow, you must convince casual players to partake.

      Granted, the game isn't finished. However, from my experience, trying to fill in the gaps, it feels like the new player experience is rather unsatisfying. And I've seen quite a few frustrations aired already about why they can't harvest certain resources. There are many people who have already asked why they can't create a small forge, a loom, or a leather working table in their house. Let's be honest for a moment. What beyond killing a few low level mobs, getting enough gold for your housing plot, and building a house is there to do for a solo player? Due to it's current mechanics, and it's remarkably shallow new player experience, I'm concerned that a lot of potential players will be turned off entirely. None of us should want that.

      I feel like there is a clear disconnect between our mindsets. You were actually misconstruing my argument. It's not that I think that everyone should be able to do everything eventually. It's that I think everyone should be able to progress their character equally, with time. Or at least as close to equal footing as the game mechanics allow. That doesn't include everything that a city can provide. For instance, harbors, co-operative play, and a player market. I also think that world bosses, and dungeon bosses will need co-operative play as well. So there will be abilities and knowledge points that you will miss out on. I accept that. PvP will obviously be incredibly difficult solo. And nearly impossible in terms of city and resource node raids. However, when it comes to the economy, and drawing players into the game, you must allow for a solo player to be able to set goals that will take them to great heights. I'll give an example of what I think solo and small group play should consist, based on my limited knowledge of this game.

      A reasonable path to 80% of character abilities. Which may include access to most base abilities, outside of special mobs that are too difficult for a small group.
      A reasonable path to 80% of possible knowledge points. This should be everything outside of special mobs that are too difficult for a small group, which includes city content.
      The ability to craft every basic armor set in the game. Meaning, the base armor set of light, medium and heavy. Which would require the ability to craft work benches at your home.
      The ability to harvest anything, outside of nodes. This would require !rare! high level harvest-able nodes in the open world. City nodes would still be incredibly important.

      The difficulty is already at an all time high for a solo player or small group, and this is due to the time required to harvest, refine, and craft anything. By allowing non-citizens to partake in most activities, even at a !reduced! level, will both increase the long term interest of all players AND will continue to allow cities to be incredibly important. Everything is easier in a group. Most basic activities should be reasonably possible when alone. You'll never likely be a rich merchant, due to time limitations in crafting and refining. You'll never likely become a great explorer, due to difficulty. You'll never likely be an inspirational governor with massive influence, since you're not part of a city. But you could make a solid living in the game with time, effort, and a little bit of luck.

      Ultimately, I'm concerned with a player experience that is shallow, and the design of the game seems to want to rip the rug right from under reclusive players before they even get started. They have given these players a place to live, with non-city housing. But they severely limit their potential in the world in an attempt to force them into a play style. It's a dangerous game to play. I feel they need to lessen the restrictions. And it may take a few reworks of their current plans. But this is alpha, and if they are going to do it, then this is the best time for it.

      posted in Discussions & Feedback
      d3Sync
      d3Sync
    • 1
    • 2
    • 3
    • 4
    • 5
    • 6
    • 3 / 6