I really like how open you are with mistakes you are doing @Prometheus
You should try out more "stupid" things while Alpha, to know, how far you can go with open heart surgeries.
I really like how open you are with mistakes you are doing @Prometheus
You should try out more "stupid" things while Alpha, to know, how far you can go with open heart surgeries.
@Jermaphobe said in what the actual pvphuck:
Hopefully they find a way to balance it out.
We are far away from balancing.
This was even the first time they really tested PVP.
Before we had the option to turn it on, but it was not supposed to get tested.
They will need your ideas and experience reports to work on a real good PVP experience.
I am quite sure, they will try out much things, before they really think about balancing it out.
I would expect this will happen during Beta.
Absolutely, there should be some marker. I think Minimap Marker would be enough, to know where your mates are.
Because it is sometimes very hard to find them back, just because you walked 10 meters in the wrong direction and did not see, where they was going.
My Group at the first day of the Open Test was once walking away - or i was running wrong direction, because i picked up a flower - and we just could orientate us on the letter of Whispering Woods.
It was like "I am over the i and wait here now..." ... "which i?"
@Listatta a very detailled and well written Report. I like it if people take the time to write down their experience to help the Devs to find problems with their design.
It is a bit sad, that you don't feel thats a game for you, but probably it will change with time.
You said, you are playing PoE since 2017, that means, you stepped into it, when it was already well polished and smooth.
When i saw it first time (did not played it at this state, but a friend showed it to me) it was still in an kind of Alpha state and it wasn't that enjoyable like it is now, graphic wise, stability wise, handling wise... so i guess there are hopes for Fractured for you
Yeah, i would also like to have the possibility to remove landplots again.
It is especially important, if you chose wrong size or want to make it bigger than first thought.
Thank you for so many fixes in so short time
But one question i have in mind, whats about not being able to build anything in your own house?
Do we get a fix for that too? Soon ?
At the first day our town was a "Stable Hamlet".
Since the second day the status is "Decaying Hamlet".
The Upkeep is fine, we turned Rank 3 today.
I don't quite understand this status.
It seems nobody know for now, what it means and what to do against it.
But i think, Prometheus surely can explain.
@Roccandil i am agreeing with all points you made.
So i just have to say: Yes, Yes, Yes please!
@Prometheus said in Patch Log & Mini-Roadmap - v.a.2.4.0i:
If you have fertile grounds, you definitely have enough to sell, even at high ranks
Yeah
I just figured that we have way more field spaces than we thought.
A River is dividing the Fertile Grounds and we missed, that we can place on the other side too.
That was the cause i asked about, how many fields are supposed to be on a Fertile ground, because ours seemed to be very small amount
Yeah, Crafting definetivly needs more improvement.
But as i understood, the Crafting system itself isn't fully developed yet.
When i look to the initial game design and the old Q&As, crafting always was meant to be connected to the Knowledge System.
Prometheus explained per example, that you will not know how to craft with a material, till you explored it.
Also Receipes was meant to get learned step by step.
So i think, that we get shown yet all possible materials is just caused to be able to test the game mechanics and will get changed later on. At least i hope so.
Per example different materials for my Scholar-Amor. How i will be able to know, that i can craft them with Primal Cloth, if i don't know, that primal fibres exist? Once i got it to my Knowledge, i will learn, how to weave it, and which equip i can craft with it.
@Veil said in First, Second, and Third impressions!:
- Ability to drag the camera lower to increase vision distance.
I am quite sure, that will not going to happen.
Since it is an isometric game, the camera angle is something that you won't be able to change.
Maybe they can adjust it a bit, but i do not see a reason for that.
- W, A, S, D controls to increase character agility.
That was discussed several times and the Devs said always, it will not going to happen.
The game is planned as a Click to Move game and it will stay like this. WASD would change the entire gameplay.
I know many people wished several times a WASD moving. But in my opinion, it would change much at the playstyle of Fractured.
- Active quest directional arrows on the compass.
This game will probably just have Quests for the tutorial.
Maybe later for the Abomination/Angel/Lich Transformation.
But the Questmarker are easy to spot on the Map, in my opinion, there is no need to add arrows to the minimap for that.
- Automatic Loot All upon clicking a corpse.
Thats a quite bad idea, since the loot is not a personal loot.
With an automatic Loot All option, you wouldn't be able to leave stuff for others in the corpse and just a single Fighter who is standing close to the corpse is able to grab all and the other fighter wouldn't get anything.
It would make the system more unfair as it already is.
@BECKFAST said in Suggested improvements from an addict:
Attributes:
In the future, I would like to see removal of attribute hard caps for the races which have an affinity for that attribute, which would help provide a different playstyle for each race, on top of racial passives.
As i understood from the initial game design, there will be differences because of Race/Subrace, Alignments and Gods.
Mining/Smelting
Add random mineral nodes to the open world, aside from the city nodes (which would be more resource dense than the open world nodes).
I am agreeing here, because it would give solo or small group players a chance to collect this stuff. Not in a big amount, and not enough for maintaining yourself, but a slightly chance to find nodes to be able to sell that stuff to towns and get a chance to step into the economy.
For some Farming Stuff it is already like this, since you can find wild Wheat and Cotton. Why not making this for Mining stuff too.
BUT i am suggesting a random spawn, if they take this possibility into the game, to prevent camping a node, thats always on the same place.
Well i wished all ressouces would spawn at random places, wild animals aswell.
Crafting
Further Character Development
As for crafting, all your concerns are valid, but i think we already have to wait a bit for full crafting experience.
We don't have all Crafting Stuff in game yet. Also we don't have any kind of knowledge system for Crafting yet.
If i understood the game design idea right, they want to add Crafting receipes, that you have to learn, like you can learn abilities already. For all the Crafting Materials you just get a single time Knowledgepoints, nothing else.
So i am expecting a more detailed system for this.
Also if i remember, they wanted to make the system like "If you explore a material, you will learn to craft that."
That means, there shouldn't be any kind of "knowing to craft with all materials" as long you didn't discovered them.
Not sure how they stick at their intitial idea, that just can answer the Devs itself.
Events
Other than the legendary NPCs which will come sometime this year, resource events such as meteor impacts, whereby large amounts of minerals are scattered around an area, but cannot be mined for a period whilst they cool down. This should increase the amount of combat between players, as they work to defend resources other than their own cities.
If you look to the farming, you will see, there are weather effects planned.
Also there will be a kind of Bloodmoon Event, where Demons can invade Syndesia.
Asteroids also will be temporary things.
So i think, we will get Events in future.
Quality of Life
Give us a "deposit all" option for depositing stone, coal, ore, logs... into their relative storage areas in a city, it is overly tedious to pick up each and every one of the pieces, and place it in the required spot; balance realism with "gaminess".
Mixed feelings on that, but can understand well the suggestion.
We already have this option with the Townhall deposit and at the marketplace.
For Storage swap this funktion would be nice, but at the same time it would take the immersion out of the game.
An auto-deposit option for placing material in chest, such as shift clicking.
Absolutely agreeing. Shift-Click-Swap would make Inventory Management way easier and is something that should be in games where inventory management/movement is a regulary thing.
An auto-run key, which toggles movement. This would prevent my hand from developing carpal tunnel when transporting goods across the world. Do this for our physical health, please.
Using click-hold instead of multible clicking makes it better for you.
But the Devs already said, they will think about auto-run and how and with which restrictions they want to have that.
@Hawkshield you should not forget, that we just got a small amount of content yet. I am quite sure, they think about how to keep us playing and having long time goals.
@Hawkshield said in no progression:
I hope, even with more added critters to KP, would it withstand years of playing?
They planned in first place to make a progression of abilities, like ranks.
That was meaning, the first rank of an ability you get fast, but to progress it, it will need much more time.
In which kind they will do it, isn't clear yet, because of need to stay at a horizontal progressing.
But you will get some kind of Ability Progression, that keeps you way longer playing, than just to get the first unlocked skills just from killing creatures.
@Kraxis you are wrong, there are already more "gold sinks".
Maybe you didn't notice, because you didn't care about Upkeep of Towns.
But that takes each day a very good amount of Gold.
Also to buy your Plot takes money.
Yes, we don't have that much gold sinks right now, but we will get more.
You will need to repair your houses regulary, otherwise they will decay.
We also don't know how much Gold we will need to open portals or hiring NPC guards and trader (if they will be in game).
I am not sure, if the Alpha is a right place to care about "not enough gold sinks".
Please no Auto Attacking!
That would make the game boring and it wouln't be anymore the game i pledged for!
Just my 2 cents.
@kuunkhaai said in Feedback and advice 1 (from the 38-year-old player):
I wanted to collect cotton in the vale of shadow combat spots. I received a tutorial item ban warning. Also, I could not find any stone there.
Thats an known bug with ID [FRAC-2281] Wild cotton/wheat in Vale of Shadows not pickable
the fatigue system should be improved. I should be able to lie down and rest wherever I want. I don't need a 15kg stone to start a fire.
Wouldn't be that too easy?
I don't know if other games with kind of survival mechanics have a free to rest everywhere feature.
But maybe it could be possible to rest everywhere, but with restrictions like not close to fighting zones, slower than at a fire. Who knows, for what balancing the Devs will decide in future.
I can't mining on someone else's land. But why? what is stopping me, invisible hand?
Well that system is introduced for this test first time.
Ressource nodes are bound to a town next to it, like you claimed the ressource.
Thats a part of the system, that allows it later on to have a reason to siege a town, to get access to it's ressources, if you can overtake the town.
Surely it needs some overthinking, so that it maybe can be possible to find small ressource nodes everywhere and not bound all around the world. But wouldn't that lead to camping behaviours?
I killed a rabbit. There was no one around me to do a kill steal. I got the error you can't loot this body.
Thats also a bug. Not sure, what leads to it exactly, maybe someone hitted the rabbit before and it was still flagged for looting. However, there are several reports about it, even older ones with an ID: [FRAC-1957]
Can you decribe how you killed it? I mean with which ability, maybe there is some relation to it, since we had such in the past, like killing with Wildfire Totem.
I can't get to the blacksmith counter without being a member of a city. Not everyone is friendly. Some of the creatures in nature live in flocks, some live alone. You lose the solo players.
For now it is intended, that you need to be citizen of a town to use the advanced crafting tables.
But yeah, thats discussed at several threads, that soloplaying is at the moment not really an option.
Maybe participate in this threads, to get heared too and telling your experiences there.
There is a hidden class system. Limitations to freedom hinder creativity. A warrior should also be able to cast spells. it is already getting a bonus with int.
Hmm you can cast spells, if you wear as a "Warrior" just light armor and using Mage Weapons or being unarmed.
Maybe you will not be that good as a character with stats that more fits a caster class, but you are able, depending on your Equip and chosen Talents.
quick attributes change should be possible.We do not want to develop 6 separate characters.
How you mean, that it should be possible?
Just go to a Fireplace and memorize a different Ability and Talent Set.
Yeah, there are still limitations depending on your stats that you chosed at the beginning, but you don't need 6 Characters to play different playstyles. You can make yourself up to 5 Presets.
If you think you was chosing wrong stats at Character Creation, you will maybe like to hear, that the Devs thinking about a possibility to change these later on with some restrictions, means not easy change, whenever you want.
But we do not know yet, how they will implement it, i think it will need some prerequisites to do so.
Is it a game suitable for the graphics settings that can be pvp with minimum hardware like lol? I agree to log into the game with a monthly fee, but I don't want to buy a new pc. With your low settings
I'm getting 15-20 fps. I have known fps improvement methods for years.
As for your hardware, it was already answered by @Blectorn
But to answer a bit in the experience i got from several tests before, they already improved the FPS and they will work further on it.
Usually tweaking the game will really start most likely when all corefeatures are implemented. That means that will beside adding content the main topic for Beta.
Will solo pve be an endless experience. Will we meet creatures with random statuses in random dungeons? There were no creatures I couldn't kill solo in a few days.
There will be.
We do not have all Areas in game, that will be there in future.
Next step will be the Legends, that should be hard to kill alone, i can even imagine impossible to kill alone.
Also we will get Boss Creatures, Labyrinths, Asteroids.
It is still a really long way to a finished game, where there are several things you can get stuck on.
Why would old uo lovers prefer you when they have free-to-play albion online and legends of aria.
Already answered, you don't need the montly payment to play the game.
Nevertheless you will to buy the game once, to be able to play.
Thats the system they decided to use. Somehow the game needs to get payed in any kind. Servers costs money, Developement costs money, somehow the money needs to get collected somewhere.
And yes, you can ask yourself, why paying for a game, when there is Albion or LoA for free, but there are also points, why people don't like these games. I never played them, but i heared/was reading here, that these games are no option for several player. But i guess it is all a matter of taste.
Just some answers from an 45 years old gamer girl
@Waam said in Floor drop:
make the icon a bag... each item does not have to have it's own.
This is a good idea to make it easier to develope.
I would also like if we would have visible ground drops, because it makes the game more immersive.
@Ramsus
I was thinking about the same as you describe.
To hold a rank consciously would be great, but is also in some kind easy to abuse, if we don't get some downsides if we do so. The Ranksystem is in its child shoes, we got this test the first implemention and it will not be the final version.
The rank system will get a big change in next test. Prometheus said:
"Upkeep now starts after 3 days. The system is going to be radically different in the next test anyway - more info in the roadmap!
That being said, mining city are not meant to be able to rank up (above the first few ranks) unless they buy farming products from farming cities Ideally, a well-populated mining city should actually have no farming plots internally (because it needs all the space for shops and houses and +prestige decorations) and buy all edibles from farming cities."
So i think we will need to wait a bit to be able to evaluate it entirely.
Curious about the Blog Post, because i have open questions: