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    Posts made by kokokat06

    • Spring 2021 Alpha Bug Log

      BUGS

      • Attempting to add another player to my party brings up the social window again instead of actually sending them an invite.
      • When building a house, the character animation loops in such a way that the hand not holding the hammer does not stay raised.
        • Also, the character's feet slide around while they swing the hammer, I think an anchor is pivoting that shouldn't be.
        • The sound effect for building the wooden parts of the house sounds more like hitting rubber (like a basketball bouncing) than wood.
          • Actually, the sound effect for building stone parts sounds more like building wood - maybe the references got switched somehow?
      • When chopping down trees, logs occasionally fall in such a way (somehow balanced on their ends, landing more vertical than horizontal) that they can't be interacted with to pick them up.
      • The blueprints menu retains the tab you last had open, but still shows the contents of the crafting stations tab.
      • On roadside plots, you can't build a fence on the edge/s bordering the road (they're considered "on" the road, and therefore blueprints can't be placed there).
      • The details in the citizen list in town hall don't quite line up with the lines in the background.
      • Unable to craft food into sacks (which would go directly to the packaging station storage) with a full character inventory.
      • When crafting a large enough quantity at once (ingredient numbers at 1000+), the ingredient numbers (and / in the middle) get cut off.
      • There's no sound effect for chopping down trees/mining rocks.
      • Grass grows through the floors of buildings.
      • I saw in the most recent patch log that all citizens should be able to place packaging stations, however I can't find it in the blueprint menu.
      • When a city doesn't have enough active members, it still shows as a resource debt in the upkeep window.
      • In the blacksmith building, you can walk in through the wall over the ore storage bin.
      • When crafting, the chance of crafting an "Excellent" quality item is listed instead as "Exceptional".
      • This only happened once, but I was moving a lot of wheat from one chest to another, and the invenroey tooltip for wheat just... decided to stay on screen. It moves around if I try to mouse over it.
      • Guild name does not show when you recieve an invite (shows as " []").
      • City crafting bonuses from a higher rank still persist even after the rank drops.

      (still need re-checked)

      • Another weird thing with craft percentages - sometimes when going to craft a necklace it says "Items not created by a crafting station are always of Poor quality", and others it gives 10%/90% for Poor/Fine (although any time I've crafted with the latter showing, I've still obtained a Poor quality result).
      • It seems like when the PvE shield wears off after you get KO'd by a monster, whatever killed you will somehow continue to track you again.
        • Not sure if this is intentional, but getting on your horse ends said shield early.

      SUGGESTIONS

      • Standard 1-0 hotbar (or at least the same number of slots).
      • A "campsite" blueprint, where you can rest and restore death debuff health without having to return to civilisation.
        • Could require double the ingredients as a campfire, some cloth and a couple of logs.
        • It could also have the ability to re-light the campfire when it goes out.
      • The ability to select a target without having to continuously hover over them (the current system makes it hard to pick/maintain a target in a crowd).
      • The ability to check your cart's inventory while mounted (not to remove things, just see what you have).
      • Right-click to move fully cured leather from the tanning tub - or smelted bars from the smelter - to your inventory.
      • The ability to tame a wolf and keep it in your house as a pet (no combat functionality, just cute <3).
      • Signs, or some way to label storage areas (e.g. this food storage is for wheat, this one is for beans, etc.).
      • Have storage buildings marked on the map.
      posted in Bug Reports
      kokokat06
      kokokat06
    • RE: Roadmap To Alpha 2 - Test 3

      @Prometheus No problem ^.^
      The roadmap's looking good, much hype for the new stuff getting added~

      posted in News & Announcements
      kokokat06
      kokokat06
    • RE: Roadmap To Alpha 2 - Test 3

      Just fyi you've said July 26th here and April 26th in the roadmap post. I'm guessing April's the correct one if the next test is in June tho.

      posted in News & Announcements
      kokokat06
      kokokat06
    • Alpha 2-2 playtest feedback

      General:

      • I find the tutorial quest name funnier than I probably should XD i just like puns ok lol
      • You can get stuck in an animation/action loop (until clicking elsewhere to move) when trying to gather from something that is empty (e.g. branches from a tree, or cotton plants)

      Gameplay:

      • I think it would be good to have a chest you can take with you - similar to how the handcart works for wood/stone blocks
      posted in Discussions & Feedback
      kokokat06
      kokokat06
    • Alpha 2 February stress test week feedback

      Note: Aside from the whole login mess (I can actually play now, and I'm really enjoying it~ :D) the comments I made in my previous post still apply.
      Anything new will be updated here if/when I find it.
      haha my updates keep getting flagged as spam when I find things in quick succession ;^;

      Gameplay:

      • When clicking and dragging the mouse to move, sometimes it stops registering that I'm holding the LMB down (and as such stops updating the movement destination coords). This is only mildly annoying, until it happens while running away from an enemy, then it becomes somewhat dangerous.
      • Logs can't be interacted with if they spawn propped against a tree stump. Sometimes running around/through the log can dislodge it, allowing it to be interacted with, but this doesn't always work.
      • The chest interface inexplicably closes itself while I'm using it. No other inventory windows do this, only the chests.
      • If I interact with my fireplace from either end, it opens the radial menu and my character runs to it, but doesn't perform any interaction. Also I can only rest at the fireplace if I manually move my character beside it before doing the interaction.
      • It seems the walls of my house still block the camera/cursor trace when I'm inside, despite being invisible. I have a chest placed against one of the front-facing walls of my house, and have to move my character so that the walls aren't "blocking" the camera in order to interact with the chest. I'm not sure how it works in Unity, but in Unreal Engine there are separate trace channels for camera, collision, cursor, etc. and I'd imagine Unity has something similar somewhere in the settings.
      • Not sure if this is already something you plan to implement in the future, but it would be nice to be able to use the handcart to store inventory items as well as the "large" things such as logs and stone blocks.
      • It's very easy for the cart to get stuck because your character can't path to the front of it. To fix this I would have a small radius around the cart that triggers attaching the cart to the player, rather than that specific spot (the player would then teleport to the correct position in front of the cart - less immersive, but a lot less awkward gameplay-wise).
      • It's difficult to select items that are somewhat hidden behind tree foliage, as clicking on the foliage counts as clicking on the tree and brings up the interaction menu for the tree. This makes fighting near trees very difficult.
      • Enchanting a bow with Damage Increase boosts melee damage - shouldn't it boost ranged?
      • Stags will sometimes enter a grazing animation while running from you, which won't be cancelled even if you attack them, making them easier than they probably should be to kill.
      • Maybe add a quick pop-up tutorial for temporary explaining purposes - half the chat is people asking about basic info (how to get sticks, how to claim land, how to build things, etc.). Alternatively (or as well) add a "Help" channel in the chat.
      • The critical hits Bleeding Strike skill deal half the damage of regular attacks with the same weapon. Shouldn't a crit deal more damage than a regular attack?

      Graphics:

      • I like how when you claim land, the map icon changes from just a diamond to one with a little roof over it, it's cute ^.^
      • If the attack animation is playing when you open the loot window, it continues playing until you do something else (e.g. move).
      • I'm counting this as a graphical error because gameplay-wise the collision sorts itself out - my character sometimes tries to build the stone pillars for my house from inside the pillar, causing her to suddenly be teleported to outside the pillar when construction is complete.
      • The walking animation constantly restarts itself when over-encumbered, causing the character to jitter about as they move rather than walking.
      • It would be good to have some graphical indication of whether the tanning tub has hide in it or not (e.g. showing it full of water), as well as if all the hide is finished processing (no water and with the hides hung over the side?).
      • Very nice dynamic shadows.
      • The textures have unlinked themselves from the enchanting table, causing it to be either default purple or insanely-reflective white.

      UI:

      • It would be nice to have tooltips for what each of the enchanting symbols means when you hover over it, to make it easier to tell which is which/if you have any items with the necessary attributes.
      • Many of the cooked food items restore a different amount of satiety than they say in their recipes (for example, while according to recipes cooked meat can restore 20-35% depending on what type of meat you cook, once you craft it they all restore 50%).
      • Tooltips for inventory items sometimes get a bit confused and won't disappear when they should, or end up repeating their contents three times (or occasionally both at once).
      • Probably something you plan to add in the future anyway, but I'll mention it just in case - filters for the chat channels would be nice (e.g. see all, only global/local, filter out system messages such as crafting).
      • Tooltips for buffs/debuffs should have a brief explanation of what they do, rather than just the name.
      posted in Discussions & Feedback
      kokokat06
      kokokat06
    • RE: Loading stuck on "Setting up Character"

      No such luck for me; however checking my task manager it seems that "UnityCrashHandler64.exe" is running (along with the client itself for the game) - not sure if this means the loading has stopped due to it crashing and not quite realising, or if that just runs in case the game crashes. Thanks for the suggestion tho 🙂

      posted in Bug Reports - Closed
      kokokat06
      kokokat06
    • RE: Loading stuck on "Setting up Character"

      I'm also having this issue, but this fix didn't seem to work for me - can you confirm I'm doing it right?

      • I'm trying to play a female character.
      • Once I managed to get logged in at a time when the server wasn't full, I got this issue.
      • I searched to see if anyone else had this issue and found this thread.
      • I then created a male character so I'd have one of each gender, as you suggested.
      • I'm still getting stuck at "setting up character" on the loading screen (looks about 90% loaded).
      posted in Bug Reports - Closed
      kokokat06
      kokokat06
    • Alpha 2-1 stress test weekend feedback

      I haven't actually been able to play yet, due to various reasons (max concurrent players reached/servers down for patching/stuck on loading screen - someone mentioned here a way to fix this last one, but I tried it and it didn't work).
      Aside from the loading bar issue (and a small part of the colour choosing in character creation), none of these things are code-related, they're more just QoL improvement suggestions.

      General:
      The icon in the taskbar is the default Unity icon, rather than the custom icon that shows up on the desktop for the launcher.

      Login:
      I think it'd be good if you could use the tab key to switch between the email and password fields, and the return key as an alternative to the login button.

      Character Creation:
      The colour options in the menu on the right aren't accurate to how they show on the character.

      • The skin colour options work fine on the male character, but are a bit light on the female character.
      • For both genders, the hair colour options show significantly lighter on the character model than they are in the menu.
      • Again for both genders, some of the underwear colours are paler on the models than in the menu (although in this case I'd suggest changing the menu colours rather than the texture ones). Also the 3rd and 4th options (blue and beige) buttons cause the opposite colour to be used (blue turns underwear beige, and vice versa) - if I had to guess I'd say it's probably just that the array entry numbers (assuming that's how you have it set up, since you've got a specific selection of a few colours rather than a colour wheel) for those colours got swapped somehow when setting what the buttons do.
      posted in Discussions & Feedback
      kokokat06
      kokokat06
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