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    Posts made by OlivePit

    • RE: A New Chapter

      Good news:
      More money, game not abandoned. Yay!!!

      Bad news:
      Need months of coding to get back end done.
      New content unlikely until then?

      Big question:
      Will we expect a wipe/new server once the back end is done?

      If wipe/new server, ok, how will you address the current players?

      If no wipe/new server, ok, how will you address new players?

      In either case a clear answer needs to be decided on and shared with the community well before it becomes a reality.

      Personally I would go with a static world/continent that is made for guild v guild pvp : towns, forts, contestable world summons, etc. where all the old accounts can be and flex their maxed orb artefact builds.
      Then have new world/continents every 2 months with new and exciting rule sets/mobs/resources which players can explore, harvest, and fight over. To get into the new world/continent you have to make a new character and at the end of the 2 months you can take a stargate to the static world to show off the cool stuff that you got from the new world.
      With this system you would not even have to make new continents, just use the old ones and mix up the mobs/resources/rulesets.

      Any way.
      Good news and glad to hear it.
      But need more info.

      posted in News & Announcements
      OlivePit
      OlivePit
    • RE: Terra market

      the market search function never show items that your character has put up for sale or to buy.

      posted in Bug Reports
      OlivePit
      OlivePit
    • RE: Season One End & General Update

      Will you be lowering the season glory requirements in the future so more guilds qualify? or just artificially inflating the top 4 regardless of the goal marks they made or not?
      as in; is it good enough just to be 1k ahead of the next best guild to get rank 1/2/3/4 or will they need to make it to the goal marker of platinum rank first?
      Either way, it would be good to have it spelled out so players know what to expect instead of having it changed up on them.

      posted in News & Announcements
      OlivePit
      OlivePit
    • RE: Season One Overview

      Another question:
      Are forts and sieges a set number of glory divided up between all the winners? or is the glory a fort gives depends on the number of participants?

      A: static (minimum effort for max reward)
      200pts if you win a fort. if you won with 5 players then each player gets 40 points for their glory and contributes that 40 to the guild or alliance.
      But if 20 players take the fort each player only gets 10 glory.

      B: scalar (numbers for the farm)
      Winning a fort gives 10 glory per person on the winning side.
      5 people take a fort and get 10 glory each making the fort worth 50 glory in total.
      or 20 people take a fort and get 10 glory each making the fort worth 200 glory.

      C : Scalar total (skill over numbers?)
      Team A brings 10 ppl to the fort and fights team B who also brings 10 people. 20 people participated in the fort event so the wining side divides 200 points between the 10 members in their team.

      I anticipate that the answer is A as that is easiest for the system to calculate. B would be bad and C would be an odd medium.

      But which is it? @Prometheus ?

      posted in News & Announcements
      OlivePit
      OlivePit
    • RE: Season One Overview

      What I want to know is why Glory points are split on things other than forts and raids.
      Just ease of programing?
      I do not see how the glory I get for making an artefact should be split up.

      posted in News & Announcements
      OlivePit
      OlivePit
    • RE: Season One Overview

      Some people seem to be having trouble understanding the Alliance system and the splitting of points so I will try to lay it out here.

      Scenario 1: two smaller guilds team up.
      Guild A has 5 EU timer players.
      Guild B has 5 EU players.
      Guild C has 10 EU players.
      A fort is worth 200 points, divided between 10 players is 20 points.
      All 3 guilds go after the same fortress.
      Guild C wins as guilds A and B are split. Guild C gets all 200 points.
      Guilds A and B ally creating the organization AB.
      All 3 guilds go after another fortress but now that A and B are allies they match and beat guild C and take the fort together. The system recognizes that the organization AB has taken the fort and members of the organization can both access the fort. (use the doors, loot the chest, etc...)
      Organization AB gets 200 points for taking the fort. there were 10 players involved, since each A and B contributed 5 players Guild A and Guild B both earned 100 points and now those two pots of 100 points gets put into the alliance equation: 1/2A + 1/4A+1/4B = Guild A's share (1/2 of 100) + (1/4 of 100) + (1/4 of 100) = 50+25+25=100.
      So by allying guilds A and B get 100 points where otherwise they would get 0 as individually they could not compete with Guild C.
      So: If both guilds work equally hard they can get a slice of a pie they otherwise would get none of and share that slice equally.

      Note how a guild that is all EU players and another that is all NA players could also benefit from an alliance as together they can hit all the forts and get a piece of each while holding them from other guilds and being able to support each other in defense should schedules align ( like on weekends or holidays)

      This is the ideal but not likely to be the case in game.

      Scenario 2: Un-even contributing alliance

      A has 7 players. B has 3 players. C has 10 players. Fort worth 200 pts.
      Alliance AB wins fort. A contributes 140 pts, B contributes 60 pts.
      A's Share = 140/2 + 140/4 + 60/4 = 70+35+15=120
      B's share = 60/2 + 140/4 +60/4 = 30+35 +15 = 80
      In effect A pays 20 points for the alliance which allows it to get 120 points and the fort where otherwise it would get 0 and Guild C would get 200.

      As the season plays out A will pull ahead of B if things continue but instead of the end rankings being 1st C, 2nd A, 3rd B the alliance allows A to get 1st place, B 2nd, and shuts out C who gets 3rd.

      TLDR: Alliances allow smaller groups, or groups in different time zones, to compete with larger groups.

      posted in News & Announcements
      OlivePit
      OlivePit
    • RE: Free-To-Play Day Announced

      Any update on the alliances? The week has come and gone. Even just a mention of what the sticking point is would be nice.

      posted in News & Announcements
      OlivePit
      OlivePit
    • RE: Fall 2024 Development Roadmap

      Are we going to get blocks on easily abuse-able abilities while you are in fortress events? or will we still be having to record, report, and wait?

      If city raids give season points to players and guilds how will you fix raid mechanics to prevent abuse? no show auto resolve? increase costs/rewards?

      posted in News & Announcements
      OlivePit
      OlivePit
    • RE: the hand cart

      With the new cool down timer on dismount hand carts have a new possible use as you can transport goods in pvp trial areas and not risk the cool down affect.
      Yes this is very very niche and incredibly unlikely to be used and I would also like a way to carry heavy inventory items other than high strength and hauling potions but thought it was worth mentioning that in a possible future Tartarus pvp world the current hand carts may have their day.

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: Free Play Extended & Summer Roadmap

      The new legendary equipment is huge change and will open up many new builds,
      . I am looking forward to it.
      The city change less so. NPC's? Resource sink quests for RNG reward? Not selling it for me at the moment but will see.
      I do appreciate that the legendary reagents will now have more use but I am slightly concerned about accessibility to legendaries for small groups and the low drop rate of legendary reagents from the summoned. We summoned 5 of the elemental legend and got zero reagents.
      It is nice to see the house skins and I hope to see more such things in the future ( cart skins?)

      posted in News & Announcements
      OlivePit
      OlivePit
    • RE: Patch Log - r.0.0e - Bug Fixes x5

      Great news about carts, will make Aerhen more interesting 🙂
      thank goodness the walls got fixed, towns have been off of 5 day protection for a day now XD

      posted in Minor Releases
      OlivePit
      OlivePit
    • RE: Patch Log - r.0.0d - More Bug Fixes

      Very impressive patches!
      It is so encouraging that you are hitting these so quick and effectively.
      Thanks! 😊

      posted in Minor Releases
      OlivePit
      OlivePit
    • RE: Patch Log - r.0.0c - Bug Fixes

      Great stuff !
      I just wonder how a cart will know it's user is hostile or not, and what about a good player adding a hostile player to the carts friend list and then could the cart be unstealable?

      posted in Minor Releases
      OlivePit
      OlivePit
    • RE: Regarding the new town bonusses and guild ranking seasons.

      I think that city bonuses should be tied to seasons so cities have a chance to change it up should they get board with the bonus they have or just want to try something new.
      On Aerhen we have 20 towns, if we had 20 different bonuses then each season each town could pick a new bonus. If we had 40 bonuses then each town could pick two which would be much more interesting.
      To keep it competitive I see two options: the top guild picks first or it picks last (with 20 bonuses), or the top guild picks first and last (if 40 bonuses).
      I think it would be best if we could do the second option as it would give motivation to be first while also not giving that first town total control over the 'best' bonuses.
      Personally I would prefer if the top guild picked last and the bottom guild picked first to allow some balancing to occur but I realize that may be counterproductive to encourage competition for first.
      Now that is over with, how about what these bonuses could be.
      For anyone who knows me it should not come as a surprise that the first bonus I suggest is fertility.
      Having a more fertile town for a season would directly reduce the amount of farming they need to do in order to maintain the upkeep of the town and how much space they need to commit to farming.
      This fertility bonus could be a flat 150% as we had in Myr at the high fertility regions, or it could be spread out into smaller +XX% bonuses which collectively determined the towns fertility.
      If it was spread out then we could have more bonuses to pick from and more chance of those bonuses being spread around instead of hoarded by one town. Say there were 5 +20% fertility bonuses available and 40+ total bonuses so each town picked two; this way the top town could grab one and through diplomacy or luck they could still get a second one by the end but would not have a total domination on the bonus. I do understand that this would reduce the value of said bonuses but I would think that being able to have multiple different bonuses as an option might be preferable to just one big one for the season.
      Here are other possible bonuses which could be given as single big perks or broken up into multiple smaller ones:
      reduced respawn timers on materials in the region
      reduced gold sink on crafting costs in the region or town
      reduced material costs on crafting goods in the region or town
      +1 of a magical essence for any imbuing done in region or town (so if an imbue needs mind 10 now 1 pip is filled already and you just need to supply mind 9)
      increased move speed in the region or on the regions roads
      +1 of an ability mastery for all citizens of the town (like how imbued knowledge works)
      +5% chance to get better quality items when crafted in town or region
      bonus materials created when processed (wood, ingots, leather, cloth, charcoal, oils)
      a potion effect on all players in town
      decreased watering needs for farm plots in town
      increased defenses or damage for any npc soldiers in the region (forts, mines, bridges)
      increased wall durability of town
      unique skin only available for the season for the guildmembers
      reduced material processing time
      world special mounts appear more frequently in that region
      Town personal stargate

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • Regarding the new town bonusses and guild ranking seasons.

      The Devs promised a round table to discuss town bonuses and I think it would be a good idea to get some of the communities ideas collected in one place in order to have a foundation that the round table can build from.
      Please put down your own ideas or up vote ideas you like.

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: test

      @dtunguz
      Welcome!
      Tho the daily message posting thread would probably have been the better place to do a test.
      Still glad to see new people showing interest. 😁

      posted in Off Topic
      OlivePit
      OlivePit
    • RE: Is this game dead? I don't watch live anymore, I don't see people talking about it anymore, I thought the idea of ​​stealing/acquiring skills from mobs was innovative

      big news dropped yesterday.
      about a thousand posts on discord discussing the news.
      potential of a lot of old guilds coming back to the game due to the news.
      All agree the game has potential... it is just taking a long time for the game to reach that unfortunately.

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: Dev Roadmap - To Release & Beyond

      even with the new pvp zones with better resources all that will change is that guilds will buy a house plot near the pvp zone and guard carts from the zone to the plot then have good players transport the goods from the plot to the town thus reducing the amount of content.

      posted in News & Announcements
      OlivePit
      OlivePit
    • RE: Dev Roadmap - To Release & Beyond

      The response to the new pvp rule set being that good players are now god tier farmers is accurate in my opinion. They can farm mobs/resources wherever whenever they want with no consequences. As most all the content and grind of the game is part of farming mobs and resources there is no real reason to not play good.
      The suggestion of having good players only do 50% damage to mobs would need to be implemented in order for there to be any interest in playing neutral, and even that might not be sufficient as large guilds can still exploit the good loop hole and profit greatly.
      We already have one Terra, don't make all continents Terra.
      Once upon a time the idea for Terra and evil characters was one that the characters could go there but only for a limited time after which they would be kicked out.
      I suggest that if you really want to have good players have this level of insane protection and consequence free action then limit their time in Aerhen/Tartarus to one hour after which they get booted out.

      posted in News & Announcements
      OlivePit
      OlivePit
    • RE: Dev Roadmap - To Release & Beyond

      Lots of good things in here:
      Better tutorial that includes horse taming and imbuing.
      Better legendary summoning system.
      Player minion summoned mobs!

      I recognize the need for a wipe new server but question if this is not premature considering that the farming and city upkeep systems are still only partially complete.
      I worry that without a fully fleshed out farming and city upkeep system we will quickly get to crop excess again which will undermine the impact of raids and any future crop/upkeep/city rank systems which are implemented later.

      posted in News & Announcements
      OlivePit
      OlivePit
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