@Leonmitchelli The current version of nvidia drivers is 537.42, it looks like you should update to a more recent OS version...
is your RTX 2070 even supported by 272.12 ?!
@Leonmitchelli The current version of nvidia drivers is 537.42, it looks like you should update to a more recent OS version...
is your RTX 2070 even supported by 272.12 ?!
Reduces the durability loss by 40%.
Tox 30 // 15min
Might probably be used during wars and therefore, I don't know how severe this would affect the crafting economy.
But nevertheless, this would be an additional option and a way to waste his tox-capacity preventing players from being overpowered.
What do you guys think?
So if I run in previous tests as assassin, i had around 10 items.
Backup weapon, bandages, 1-3 tea's, poison, gold, stones+branches for a campfire. If you run around killing mobs you might want to collect some reagents/plants here and there.
And now we also get potions.. where I expect to carry around 2-5 stacks with me.
Feel free to read the available news https://fracturedmmo.com/roadmap-to-early-access/ if you look at the dates you will see that the EA release of FO on Steam is planned to happen in between 1-3 weeks.
We have several more consumables than a year ago and with the introduction of alchemy players would probably collect more reagents than before.
Please add more space to the inventory!
3 character slots was it during the last tests
@spoletta said in The future of cities:
On one hand, you can't remove tech trees. They specialize a city, which creates treading opportunities between different cities, and also gives value to ranking up the city, which in turns creates a need for food and consequently opportunities for conflicts between cities (on Syndesia).
The tech tree can be renamed to something else and can be filled with perks as a bonus for the player instead of making crafting less suppressive.
Don't have any gating on production given by the tech tree.
You write that and two sentences later you suggest to prevent ppl from enchanting their stuff if the tech perk is not activated.. you just move the problem from A to B without solving it
In addition, the tech tree should focus on the resource part, which is normally what really characterizes a city. The size of the tree should be massive. With each resource having a specific tech i.e. bronze, mammoth hide, blazium oil. These techs unlock another craft to get those materials, which has slightly better returns, for example "Bulk Arboreal Dragon Leather" instead of tanning skins to leather in ratio of 5:5 in increments of 5, it instead works in increments of 10 and with a 10:11 ratio. Ingots could go from the 3+fuel : 2 to 15+5xfuel : 11. Oils from 2:5 to 4:11. These are simply additional crafts to make.
I agree here, but I'd keep it simpler by just adding a % bonus based on perk-level to not consume parts of the ressources or create one more product item (rolled at the end of the process).
With that said, how many points should a city get? Depends on the planet. Syndesia cities should get more points than Arboreus ones. The reason for that is that further down you will read that I'm proposing for Arboreus to produce more food, so Arboreus will have more city of high rank compared to Syndesia. Arboreus cities should get one point per Rank, so a max rank city gets to bulk produce 3 resources and enchant a t2 set and its t1 version to +4. A Syndesian city should get double that. Keeping together a city with scarcity of food and constant pvp threat should be rewarding.
I disagree here, I'd keep it equal and provide other bonuses as activatable perks instead, for example % reduce respawn time of iron-nodes. Or 5/10/15/20% speed bonus of hand-cart/wagon. This would make gathering more attractive within some regions.
Tldr:
Techs less restrictive and more based on enchants and resource gathering. Massive tech tree with lots of very specific options to force cities in specializing. Less food on Syndesia, more on Arboreus. More techs on Syndesia, less on Arboreus. Easier to found cities.
I'd remove all restrictions and make towns more attractive instead of less suppressive. Allow all inhabitants/plots to craft what they want. Also new players might not be aware of complicated tech restrictions and will be frustrated if they invested hours to build up houses and have several treasures full of stuff.. at least as long as they can't (easily) relocate the content of their treasures or the whole plot/house.