@StormBug Could also add a new town building, A Research Center or School/library that you have to go to instead of town hall.

Posts made by GamerSeuss
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RE: Master Crafters not Recipe Junkies
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RE: keyboard keybind bug : number pad enter does not work ,
Number pad Enter is a whole different Keybinding configuration. You think of it as just plain Enter, but it takes different code to make it work when keybinding to a game/app. Probably not a fix worth the extra lines of code, but if it is, probably won't get fixed until launch, when QoL stuff becomes more of a focus
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RE: continent to cartinent cart moving , does not work after recipie patch
I believe they said that Carts weren't supposed to be able to go Continent to Continent, so the patch fixed that.
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RE: Player spawn locations during pvp combat is a big issue.
but the PvPers are in the minority.
Syndesia is not supposed to be balanced between PvP and PvE, it is just supposed to be possible for both, but it is supposed to be 'safer' for PvEers and be a real challenge for PvPers. That has always been the developmental goal as I understand it for Syndesia. It was never meant to be a PvPers playground, or even balanced (which isn't possible) it is just supposed to allow PvP at a steep disadvantage.
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RE: Feature Spotlight - New Continent
@muker Aerhen is part of Syndesia, just a new continent and not Myr.
Arborea, Tartarus, and Asteroids have not been implemented yet.
Thus, the new Continent is new territory.
Also, a lot of people include Content into 'Featuers' and thus, new content is also a good fit for a feature spotlight.
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RE: 'Recipes are meaningless...
@grofire Grind is a matter of scale.
I mostly just Solo, and do just fine.
Having to kill a mob 100 times is not really a grind at all. In most cases, that isn't even the case, as most mobs give more than 1% per kill. The highest is like 5% per kill, meaning those mobs only take 20 to clear out.
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RE: 'Recipes are meaningless...
I'm also going to come in on the anti-recipe side of things, and here's why:
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The Recipes violate the spirit of the drop system that Fractured has up until now maintained. Before, a Wolf would only drop something that makes sense for a wolf to have, Claws, Fur, Beast Blood, no gold, no silver, no magic sword+3, but now a wolf could drop a recipe?
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Right now, not counting recipe hunting, the game is pretty much not a grind. You get 100% on a creature, than only kill them after that if they attack you, or you want their parts for crafting. This means you only have to kill at most, 100 of any given monster (as every kill gives at least 1% completion). Recipes on the other hand turn this into a Grind, something FO has supposedly gotten away from. The drop rate is so low, that you could kill 100s of a creature, after maxing them out, and never see a recipe from it. I know me and My sister went killing Sea Trolls and killed at least 200 of the things. With a .5% chance to drop, on average we should have gotten 1 recipe at least. Now I know that you can have a bad run, so I'm not saying we should have guaranteed got 1 out of 200 kills, but that is Grindy. 200 kills and not even getting what we're after? AND then the recipe we get may not even be one we want, anyway.
If we keep recipes, #1, they should fall from intelligent monsters, like bandits, who themselves might use them logically. #2, they could be found in chests, where such items might logically appear. A master crafter hiding away their crafting secrets in a chest. #3, as has been said, they kind of have built in obsolescence to them. Right now, there are only so many recipes, and once you clear one, it is cleared forever. It would be better to add recipes to the Skill unlock system, and you could be inspired and learn a related recipe while clearing a related creature's KP cap. If the creature can drop a part of the recipe, then completing the knowledge cap of the creature should possibly unlock said recipe. This fits in with the scheme of FO better, as like skills, once unlocked, Recipes stay unlocked, so they don't have a 'value' and you aren't worried about their marketability, but rather the marketability of the end products of said recipes. When you add new mobs, you can add new craftable components, and then add new recipes.
The other option is to tie recipes into the Skill Mastery system, with Recipes unlocking at different stages of Skill Mastery, and even different combinations of skill mastery opening up other recipes instead. This would make more sense.
Just my 2 coppers worth!
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RE: Consumable slots
@yianni You, like many PvP players, are under the misconception that the majority of gamers are PvPers. PvPers are actually statistically in the minority of gaming people, they just happen to be more vocal.
A PvEer doesn't like where a game is going, they quit and go to another game. a PvPer lobbies for their PvP elements, and they compete in active tournaments, and worry about leaderboards so they are right out front in the spotlight. That's all.
There is a huge portion of the Playtesters even that NEVER intend to do PvP at all. This game is being marketed so that it will have something for the PvEers for its entire lifecycle, not just to start out PvE, and then migrate to a PvP slugfest. You would be surprised how much the PvEers will continue to do well past 100% KP accumulation. As long as they keep giving us neat things to explore in expansions, give us Raid-type events like the planned Asteroid system, and occasionally add in a new Mob type, even without much KP accumulation, we'll be happy.
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RE: Consumable slots
it is not about advantages/disadvantages between players, it is about making you as a player strategize your resources. Do you put a consumable in that slot or a skill. Do you prep 4 skills and 4 consumables for this raid, or go all out with 8 skills, and try to backpack your consumables...
Don't always look at everything as a PvP concept. much of the game is designed as PvE, PvP is part of it, for some, but not universal, PvE is a universal consideration.
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RE: Smelting is tedious
They are trying to build in more timesinks, and resource sinks, not reduce them, so I doubt they will adjust this.
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RE: Consumable slots
@yianni They purposely have the slots set up so we have to choose between skills and consumables
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RE: Player spawn locations during pvp combat is a big issue.
@deltus You seem to have mistaken Syndesia for the PvP planet.
The real answer is, if you have a problem with things being stacked against the PvPer, stop playing until Tartarus comes out.
Every place on the map is not 2-3 minutes from a town. The distances are further than that, and there are obsticles that slow people down in places. For instance, the Vale of Shadows is much more than 2-3 minutes from a town.
Just expect to be at a disadvantage. You should be beating them players once, then running away, if you intend to be a PvPer, not sticking around and keeping up the fight. As has been said before, running away is very easy in Fractured, so if you must, jump on your horse and get out after doing a couple kills. That's what your gonna get if you attack Blues, as otherwise, mostly, your getting Bandages anyway. Why whine about it, just know that Syndesia is not meant for your playstyle, and wait for Tartarus if you want more PvP fun than that.
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RE: Feedback to existing functions and ideas for new functions
@Krah said in Feedback to existing functions and ideas for new functions:
-everything looks like the same at myr map (ground, vegetation, buildings), nothing special to find all over the map, loveless design
They've explained this on many occasions. The biome art is not completed yet, so much of the 'sameness' within a continent is because additional art and atmospheric effects have just not been implemented yet.
World maps are also something that will probably wait until full launch, or close to it.
As to more complex sea travel, that adds a whole other level of coding, and may or may not be doable right now, but might be something they can add in an expansion later on.
They have said they won't be changing the Camera controls. That one is a full stop. Many of us want camera rotation or something similar, but the Devs have said No to that as a hard stop.
As to rivers...swimming hasn't been added in yet, don't know if it is going to be or not. Fording a shallow river or stream is doable on a horse, not so easily with a cart in tow, however, but some of that may get fixed/adapted later before release.
The starter cities have markets right now to help with the beta and get people into the game at the beginning. I don't think they intend the starter town to have either a market or advanced crafting when they go live.
I agree with all your "Likes" however
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RE: Noob here, did I leave starter area too early?
@viper482 Yes and No...
You are meant to be able to leave the tutorial once you finish the intro quests if you want to jump into the game. Shoot, you can even click the X next to Tutorial and leave right away and do everything on the mainlands.
That being said, there is an advantage to maxing out the Tutorial Island before going to the mainland. #1, you can't die on Tutorial Island, not really. #2, the Tutorial versions of mobs are considered separate from their Mainland counterparts, so you might as well max out your KP gain on them. There are only 5 (4 bandit types and wolves) and each can be maxed out in 20 kills.
In addition to that, you can unlock each of the 4 additional skills meant to be unlocked for the 4 archetypes. Nothing says you have to pay the KP for all 4 of them, but by hunting all 4 bandits, you unlock all 4 starter skills.
You also keep everything you are wearing from the tutorial, so at least craft a full suit of Clothes to get started, and your Primative weapon of choice. When you transfer to the mainland, you will only have those things equiped, plus a dagger and some bandages, so take advantage of what you can.
Once you have done all of this, then just click X by tuturial to go to the mainland, no need to find the portal. In general, right now, the system may also hang in transfer, if that happens, hit Alt+F4 and restart the game and you'll be on the mainland you chose.
Aerhen is much tougher than Myr, so for extreme new players, Myr is definitely recommended to start.
When you get to the Mainland, Quests are no more. This is not a Quest driven game, it is a free form Sandbox. Quests are only used to teach in the Tutorial, and after that, discovery is your teacher.
Your first advisable goal should be to stick close to the starter town, gather as much as you can from the surrounding areas, and attempt to get some better gear, usually by spam-crafting one or two specific items until your Skill Mastery on that item maxes out. Then you might be able to sell that one item for a little better than the basic versions, plus you'll have the item with better durability at least. You can also try to enchant some to improve your gear a little bit more, once you have accumulated a few reagents.Now that you've done the above, then you can venture out further into the wilderness of the game...maybe find a friend or two to travel with, join a guild or town, explore, but be ready to run away...and carry ALOT of bandages.
Hope that helps.
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RE: Player spawn locations during pvp combat is a big issue.
PvP is Allowed on Syndesia, but it is 100% meant to be heavily at a disadvantage, by DESIGN.
If you want to set up PvP ambushes near towns, expect people to do the quick reinforcement option. It only makes sense. What doesn't make sense is setting up a Ganking Ambush near a populated area where the 'peasants' can rise up against you.
This is not, and never was meant to be, a full loot PvP playstyle only game. When you go to PvP on Syndesia, expect a huge challenge. For the most part, Syndesians are free to be PvE. Only those who truly want to engage in the PvP system should have to worry about PvP as more than an occasional inconvenience.
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RE: Most of the newer changes kind of just suck.
@WaterMerchant Actually the game went from testing full loot to where it is now, however, from the very beginning of the game, it was stated that only Tartarus was going to be the Full Loot, PvP planet. It wasn't sprung on you. It wasn't a bait and switch, they were clear from the beginning that Syndesia would not be a PvP focused world, and that they would experiment with ways to balance out the world of Syndesia to meet the expectations of the game. Syndesia, as others have said, is working pretty much exactly as it is meant to right now, PvP-wise. It is an available, but heavily discouraged option. Tartarus will always be a full loot PvP planet, because that is also the exact plan from the beginning. The only way Tartarus won't be kept PvP heavy is if nobody signs up to play it PvP, not just because so-called "carebear" players argue it into PvE over PvP. Yes, people might want to play the other races, BUT that is not how FO is designed or intended, and the Devs have been pretty adamant that they won't be changing their core values and goals for anyone.
The game 'impression' you speak of was never given by Dynamight Studios, it was made clear from the very beginning that it would NOT be that way, in fact. If you misinterpreted what they were selling, that is on you, as they were 100% clear, and this is coming from someone who has been backing this game from the very beginning.
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RE: Most of the newer changes kind of just suck.
@WaterMerchant Full Loot is only on Tartarus, it specifically didn't give the details of how PvP would work on Syndesia, because they hadn't determined that yet, only that it would be a mix of PvP and PvE
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RE: Login server error
@Natsett Forums are mostly used by the players and for bug reports they can get around to, while Discord is used for immediate responses if possible. I prefer the forums myself, as I hate the Discord program...but I do use it at times.
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RE: Login server error
@Natsett I do believe right now is typically when they do the daily updates, however, it being the weekend, I'm not sure if there is even an update planned.
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RE: What am i suppose to do after the tutorial?
@BrokenQuad I see your frustration, and as they said, it is a Sandbox, so it doesn't hold your hand as much.
Even more, Fractured is a Knowledge Driven Sandbox, where they expect you, the player to go out and figure things out. Explore, the #1 answer is explore and try things. Some sandboxes give you more information as you go along, but Fractured is one of those that really wants to incentivize you finding out things for yourself, or in groups. If your stuck, ask someone, but ask for specifics, as in general, the advice is going to be: Go out and find out.