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    Posts made by OlivePit

    • RE: Rubberbanding, bugging out when coming near player city's

      Cats Drools is in a special GM created 'no go zone' for them to do video for the trailer they just put out.

      Logging out in a corrupted data region (like serenity) will cause problems. Move to a different region, log out and back in and it will be fixed.

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: Fractured Online - Early Access

      The only reason a wipe at this time would be remotely acceptable is if they are; brining in vegetables and leafy greens, alchemy, imbuing, AND changing the item crafting / durability system. thus the need to remove all the older stuff we have stockpiled.
      If these things are not all done then it will just be a repeat of the start of beta all over again with the same mess and problems.

      posted in News & Announcements
      OlivePit
      OlivePit
    • RE: Website Relaunch!

      Page 1 of the news is the same as page 2,3,4,5... the page never actually updates to show the other pages despite the change in the address... thus no way to look at older news posts...wtf.

      posted in News & Announcements
      OlivePit
      OlivePit
    • RE: Gathered Feedback: Durability of walls and catapults

      Unlearning the tech points for walls should reduce the durability of the walls. You are not paying for it so you should not get the extra benefit from it. Due to the one point per day unlearning of tech points a city can easily re-allocate points in the 3 day window before a siege into stone walls to get the hp increasing effect.
      60 stones to take down a wood wall is good, but it should take -at least- 90 for a stone wall, if not a full 120.
      This also assumes that catapults have object collision and people cannot hide in them and thus be un-targetable.
      I have both attacked catapults and defended against an attack on my teams catapults and the hp seemed reasonable, what was unreasonable was the ability to hide in them -=AND=- the fact that lemming like behavior of suicide rushing the catapults over and over again was a valid tactic.... -WE NEED SOME EQUIPMENT LOSS- death needs some meaning, the war chests need to have their purpose restored (extra gear for the side as was the intent).
      I have not been able to test it, but catapults should be deployable after the start of a siege. An attacker should be able to bring in X catapults and hold x-1 in mobile form in their tent as replacements should the ones they deploy earlier be destroyed. It will take extra resource commitment and time which seems appropriate and allows for the -possibility- of battle to continue after the first suicide rushes are able to kill a catapult.

      As far as player abilities able to damage a wall... If players can attack from on top of the wall then I guess it would be ok for other players to try to use specific abilities (like the short ranged summon big stone above your head and smash it into ground thing) to damage walls.... but defenders -need- to be able to retaliate from the top of walls... which they cannot do.

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: Gathered Feedback: Weapon selection feedback

      the light mace, axe, and wooden club are all rather pointless.
      You can use the Morningstar battle axe for concussive strike, so no reason to use the light mace.
      Hypothetically they -along with dagger- are there for assassins'... but since crit damage, stealth, and assassins' armor are not working well there is very little point to them. And dagger is just better.

      Bare fists are uniquely under powered as they: cannot take enchantments like any other weapon, sometimes do not count as light weapons, are necessary for elemental fist attacks but the damage scales off of it not dex or str, and the final talent switches damage to dex... but that is a penalization since you cant use most dex skills without a weapon and many good martial artist skills (battle jump, flurry of blows, etc..) are str based, not dex based so you end up in a bad position. AND in the first few weeks of game play before T2 weapon recipes drop the unarmed brawler talent tree is the go to place for higher damage, but only then. The introduction of fist wraps would greatly help this imbalance. You could make str based fist wraps (steel gauntlets), int based wraps (cloth + crafting material), or even spiked brass knuckles for dex and piercing. Having fist wraps would remove the perceived need to buff 'unarmed' melee with the talent tree causing this unique oddity and also allow 'unarmed' melee martial artists to finally have enchantment options on their weapons, like everyone else.

      Wands. Single hand, lower damage/range (maybe aoe like light weapons?) int based weapons. give mages some variability and a build that allows use of shield other than bare hands.

      Hand crossbow or throwing daggers. Same idea as the wands, something more limited but gives more flexibility to dex melee.

      Stones. a ranged str weapon for melee. It can be slow, and suck, but at least give them the option.

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: Book of Knowledge suggestions

      It would be cool if your book page showed the quality of the item you will be making, like this:
      be7be724-d168-4c55-90bc-5c14343d6b7c-image.png
      The same as how the item looks.
      The current halo system is unique and separate, which is just confusing and not as informative.
      0af735a5-aae4-4087-9a53-2e794874c865-image.png

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: QoL for Processing Stuff

      It would be very nice if the food/stone/wood storage buildings and food packing station worked like the market. Just ride up and fill your cart with a slider or deposit bags the same way.

      I think the tanning tubs are at a good place right now. They can hold a lot and most dont see a need for having more than two on their property.
      It would be nice if smelters also increased their capacity (even at the expense of taking more time).
      I see the ability to fill a tanning tub with 40 hides then leave for the day and come back to 40 tanned hides 16 hours later as a nice feature. While having to checkup on smelters every 4 hours for 1 ingot is just a hassle. I would be very happy with having the smelters take up to 4 stacks of 4 fuel and a stack of 20 ore and produce 4 ingots after 16 hours.
      It is very rare that I harvest less than 30 ore at a time, so why not have the advanced smelters eat all of that at once (3x current), cost 3x more fuel, and take 3x more time? It would be very convenient.

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: Serenity bug

      Yes, this is a know bug. Sadly the programing behind it is apparently not something that can just be hot fixed : /

      posted in Bug Reports
      OlivePit
      OlivePit
    • RE: Limited uses for recipes

      From the discord:
      summarized by Doc
      On the subject of Recipes, there are several issues not already mentioned(at least before I stopped reading)

      1st, as Spoletta said, Recipes need to maintain a value in the game. rank1andy asked why: for 1 thing, as a rare drop, they represent a significant time investment in the game. Anything that rare needs to be able to maintain a value.

      2nd, rank1andy asked why not reduce the drop rate of Recipes? Because players are already upset about how extremely low thier drop rate already is. Lowering it further would cause even more of an outrageous, and make their eventual drop in value even more jarring.

      3rd, players have pretty adamantly lobbied against limited use Recipes, so making each recipe only let you make X of a given craft is a major no go.

      4th, Recipes do affect the in-game economy. They don't create a gold sink, but they are currently the most hotly traded items out there until they reach saturation levels.
      They could become a gold sink once tge market starts taking a small cut of every sale, bit until then, they are mainly a gold motive force, not a sink.

      Recipes, however, don't fit much of the spirit if Fractured. Mainly, how mobs are only supposed to drop items that make sense for that mob. Recipes currently drop with no real rhyme or reason. You can't even target a specific recipe you need by mob, as it's effectively random.

      Recipes, however, could become treasure chest drops, and also limited to mobs that can drop gold as well. This would make more sense, and also revitalize treasure chests if they have even a chance of a recipe drop.

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: Limited uses for recipes

      bump for visibility as it is still a live topic of discussion.

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: Daily points

      https://support.gamigo.com/hc/en-us/articles/4721951469981-Foundation-Freeze

      posted in Questions & Answers
      OlivePit
      OlivePit
    • RE: On Raids, a collection of observations.

      @MrFlako
      only certain towns have layouts where the defenders can leave from more than one door.
      In addition the use of eruption, bone barrage, cobweb, slow, ice totem, earthquake, and entangling roots can effectively block a single gateway.
      If you have 2-3 mages with said powers and cool down reduction I bet they could block a gateway indefinitely.

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: On Raids, a collection of observations.

      @MrFlako
      if, say firebolt, were able to damage doors then attackers could just sit at range and spam firebolts to destroy the door allowing for no real counter play as -if- the defenders open the door to stop the barrage, they get hit and killed by the ranged attacks. at which point meta becomes just setting up a firing line and constantly attack. which sounds really boring.

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: On Raids, a collection of observations.

      1: it has been alluded to that the hellfire demons are able to damage walls. Having any player able to damage a wall would mean that zergs just spam and destroy walls.
      2: It seems that if a stone wall is built but the tech point is removed (to save points and put em elsewhere) then the walls revert to wood wall durability. When trying to siege a stone wall town a week ago it took much more than 60 stone, implying that the difference is not in the appearance alone. This seems fine to me as if you are not willing to spend the tech point you should not be getting the benefit. since the raid timers are known 3 days in advance there is plenty of time to swap around tech points to re-invest in stone walls before the siege.
      3: yup, bad bugs.
      4: yup, need harder boarders and object collision.
      5: if you are out of the siege zone then I think it is intended... will have to test with a cart -in- the siege zone to see if it happens even there.

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: Town Wall Corner placement not working.

      Still a problem

      posted in Bug Reports
      OlivePit
      OlivePit
    • RE: Possible change to raids

      First time defending in a siege thoughts:
      the battlefield is quite restrictive. After the attackers determine which one of the two sides to attack they, and the defenders, are effectively stuck at that front. The attackers cant set up catapults on two sides to force the defense to split its attention and the defenders cant leave out of one door, ride all the way around the town and attack the defenders from a different angle.
      I am sure that the restricted battle area is in consideration of varied and odd terrains where it might be inappropriate for the attackers to set up on (river, cliffs, etc...) but being unable to circle around the town at all is extremely limiting and frustrating as cool things that the attackers or defenders -could- do are eliminated and you are left with two forces left to just smash into each other head on. was a property of the local terrain, not sieges.
      The flags need work. Either there is the problem where players can walk inside the flags and become hard or impossible to target, or the height of the target box of the flags is such that any ranged attacks at players on the ground must be blind fired or you will find that you are firing up at the flag and not at the opponent. The hit box does not need to be so big and is a hindrance.
      If we are able to fight in the trees and not constantly be firing at the canopy then we should be able to fight in the flags and not be firing up into the air.
      The lack of object collision is understandable for many things... but without it in a battle with 20+ people, you just get overlapping mosh pit of insanity. With unit collision we would be forced to spread out, march in file, do rotations, and able to set up shield walls. Right now the only option we have is the bone wall. unit collision would make the game more dangerous for the players in many ways which I see as a good thing because it would reward them for thinking... and would stop the stacking of 8 wolves on top of each other XD.

      The stone walls look lovely, they really do... but without the ability to attack down from them, or up at them, they are not performing up to their aesthetic.

      There is also the issue of equipment...
      Originally sieges were like all the other pvp, full loot and the reward for a successful defense was the gear pillaged. This is also what the 5?6? tabs in the war chest were for- extra sets of replacement gear.
      This was also the time of cheep gear and low durability.
      Now with expensive gear, high durability, and no equipped item drop... death is practically meaningless and there is no booty except for if the attackers are successful.
      This means that the battles are fought less like battles and more like lemmings there is no attrition, cost, or reward involved. A careful smaller force can slowly bleed a larger overconfident force, organization does not matter, and neither does that big war chest.
      We are missing out on meaningful rewarding content due to the current economic and pvp situation of low drop rates, high durability, and no equipment dropped.

      One of the attackers had 3k gold on them in the fight, and another had a recipe. When this was looted it was the talk of the group. a truly memorable battle trophy !
      Were we set back to the days of cheep equipment and modest drop rates then we would have more sinks, less pain at loss, and more moments of triumph.
      I think it would be most appropriate if all participants in a siege had to flag neutral and lost at minimum 2 pieces of equipment per death. I died 3? times, I could afford to replace 6 pieces of equipment -even if with cheaper un-enchanted versions- and it would be a meaningful consequence of the battle and reward to the people who took me down.

      Right now I am simply down 13 durability ! (i started with fresh items)
      This hardly feels like the result from a grueling half hour battle with damage flying everywhere and me totally exhausted (0 energy) for the last 8 min.

      Without meaningful consequences the whole event and experience is cheapened.

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: Town Buildings

      Screen shots please?

      posted in Bug Reports
      OlivePit
      OlivePit
    • RE: Website Relaunch!

      @madian
      https://support.gamigo.com/hc/en-us/articles/4721951469981-Foundation-Freeze

      posted in News & Announcements
      OlivePit
      OlivePit
    • Zombie crops

      I left a field to die of dehydration.
      2637cb3b-3364-491c-9536-61603578c40e-image.png
      and yet 0% health is still harvestable and produces yield... is that intended? cuz it seems like a bug...

      it kinda implies that you can just -never- water a crop and it will still produce something as long as you have high enough fertility and/or nutrients

      posted in Bug Reports
      OlivePit
      OlivePit
    • RE: cant finish any quest in the foundation

      https://support.gamigo.com/hc/en-us/articles/4721951469981-Foundation-Freeze

      posted in Bug Reports
      OlivePit
      OlivePit
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