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    Topics created by OlivePit

    • OlivePit

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

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      OlivePit

      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
    • OlivePit

      Argument for meaningful choice in crafting with time gates for a diverse economy.
      Discussions & Feedback • • OlivePit  

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      P

      I mean, splitting the crafting into multiple tables and parts is pretty efficient for slowing people down.
    • OlivePit

      Aerhen Balance question.
      Discussions & Feedback • • OlivePit  

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      Logain

      @OlivePit said in Aerhen Balance question.: (...)They do not have energy crystals(...) As far as I'm aware, Aerhen has access to crystals through legendary creatures. Yes, rare and not as easily obtained, but access non the less. @OlivePit said in Aerhen Balance question.: What mobs need to be added to Aerhen to allow for a viable ,if not complete, balance of skills? What resources (wood type, ore type, gatherable) would need to be placed on Aerhen to provide decent ,if not complete or optimal, options for equipment? Some of that might be intended. Don't forget that players on Terra lack ALL necklace, lack access to totem spells, etc pp... Incentive to trade and travel has always been a selling point to the multi planet world of Fractured.
    • OlivePit

      Zombie crops
      Bug Reports • • OlivePit  

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      OlivePit

      I left a field to die of dehydration. 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
    • OlivePit

      Aerhen raids bugged.
      Bug Reports • • OlivePit  

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      OlivePit

      and apparently the bug where People who log out inside of a town that will be sieged are still able to log into the town during the siege event is still happening. they get stuck but are still able to act as forward observers for the attacking force. I thought that they would be teleported out of the zone.
    • OlivePit

      Utabogg geography problem.
      Bug Reports • • OlivePit  

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      OlivePit

      Utabogg has not been summoned for many many hours... and yet: the geography is catching and holding the mobs. we cant interact with them either. Remove the ring of stones or something.
    • OlivePit

      More gradients of difficulty to better accommodate more players.
      Discussions & Feedback • • OlivePit  

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      OlivePit

      not at all. A lot of the game is lateral progression via equipment. A brand new player with some equipment and friends can certainly take on harder mobs right out the gate. This is shown by your good example. in my suggestion you would just have to give them appropriate clothing to go and play in the harsher climates. Just like going to aerhen now. you dont go to the really cold or hot places without appropriate basic gear or skills. these basic gears (cotton cloth vs rabbit cloth for example) are easy to get and not a real obstacle. The goal is to give higher 'rank' players more content while not simultaniously making it too hard for other players or creating a situation where the higher 'rank' players steamroll the lower rank players along with whatever mobs they happen to be farming. If a group of lower rank players decide to gear up and go to the harder place, they are still going to do well and -if- they run into a solo higher tier player they are less likely to get eliminated as they went in expecting it to be more challenging and so brought the numbers to counter it. I hope that any farm bots or killing-for-cash solo players are also more likely to be identified and dealt with with this system as they would stick out even more then they might otherwise.
    • OlivePit

      Low nutrient farming bug
      Bug Reports • • OlivePit  

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      OlivePit

      And when I increase the nutrients even slightly: It all of a sudden forgets the minimum 80% yield rule and allows me to plant the crop.
    • OlivePit

      Localized cold stacks during hot weather.
      Bug Reports • • OlivePit  

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      OlivePit

      For whatever reason while riding through this region I was getting cold stacks despite my equipment being good and the temperature being 30c
    • OlivePit

      Vice Governor abilities bugged?
      Bug Reports • • OlivePit  

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      Junkie

      yeppers. new vice gov in Minas Mortis. Options look like that of a citizen.or trusted citizen. I honestly dont know what the difference is. I should look that up...
    • OlivePit

      Big problem with city maps, continents, and harbors.
      Bug Reports • • OlivePit  

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      OlivePit

      From Zenith to broken hills costs 1302... the flat 1k + extra for my inventory. But from Zenith to Northguard costs 1000... just the flat 1k for crossing continents. The same is true for the reverse. Why is this? Well it appears that the game does not have a map for Aerhen and its city nodes, it uses Myr city nodes ! The game thinks that Northguard -is- Zenith and is not charging me anything to go there, other than the 1k to cross continents. Pic: That is clearly a Map of Myr, not Aerhen. Since this is the case if you want cheep fare to or from Aerhen just figure out which is the mirror town and you can transport as much as you want at no cost. This is a big loophole and has probably been quietly exploited for some time.
    • OlivePit

      Enchanting Tier threshold issues?
      Bug Reports • • OlivePit  

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      OlivePit

      but there is also the issue that the announcement you get after enchanting said tier 1 mana regen, not tier 2
    • OlivePit

      Demon holes !
      Bug Reports • • OlivePit  

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      StormBug

      Is that anything like pink deer?
    • OlivePit

      Advanced smelters broken again.
      Bug Reports • • OlivePit  

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      Prometheus

      @OlivePit said in Advanced smelters broken again.: We figured out that you need to unlearn and re-learn a tech point anywhere in the tree for the tree to reset and recognize the talent points spent. There was an issue where work done by QA on staging servers could be reflected on live cities (research data was sent to the wrong database, in a nutshell). It's been fixed. That's what happened to your city. Doing one unlearn/learn would fix it indeed. Apologies!
    • OlivePit

      A Rant on Crafting and market economy problems.
      Discussions & Feedback • • OlivePit  

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      GamerSeuss

      @RavenCypher Actually, he didn't butt in, but directly addressed your point. You just don't seem to like his solution or the fact that you weren't specific enough in some of what you said. Fact is, personal plots outside of town are also intentionally more limited than what is in town, and even with that, they Devs have said they will add in storage for the future.
    • OlivePit

      Bugged harbor?
      Bug Reports • • OlivePit  

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      OlivePit

      I am sure that the number should be different.
    • OlivePit

      Citizens, Farming, and trust.
      Discussions & Feedback • • OlivePit  

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      Tuoni

      @BECKFAST I think the need of farming and hunting for town management is nice and should stay but the system still needs some improvements. But I agree that something should be done for the refining and crafting because I have experienced it as well, ...somewhat repulsive.
    • OlivePit

      Mobs spawning from alter in non-accessible area.
      Bug Reports • • OlivePit  

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      OlivePit

      nothing would be a very sad case of the cost of the summoning being paid, the killing of mobs -all that possible- done, and all for no boss for you to kill ! it is not like flawless sapphires grow on trees you know.
    • OlivePit

      Potential problem with the market -mail notification system...
      Discussions & Feedback • • OlivePit  

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      OlivePit

      @Kazzier Sadly we have seen that guilds / the community infact does -not- take action against serial victimization and abusive toxic players. Look no further than bussy, Kos, etc... There was no in game reprocussions for their actions despite how bad their behavior was. It was only that Bussy were caught hacking that they got their wrist slapped and then only by the devs, not the players. Note also how Bussy did multiple exploits to win sieges and raids, but no group action was done by the players to punish bussy. and only when the -devs- shut down the siege system that it stopped. Players could have done something at any point, but did not. Relying on players to fix a problem inherent in the systems in the game is not viable.
    • OlivePit

      Cities and a better Prestige system?
      Discussions & Feedback • • OlivePit  

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      Clinion

      City utilities should have more control options. Non-citizens should be able to buy non-processed items(woods,ores,etc.) from the storages and use processing stations(tubs,crafting benches,smelters,etc.) for a fee(determined by the city government) Cities should provide additional benefits rather than only access to certain techs. Territory buffs, city-only items/materials, etc to attract residents/citizens
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