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    Posts made by Roccandil

    • Use item trashing in PvP instead of decay to power economy

      At least for me, decay without repair is dull. Why spend so much time grinding either gold to buy something good, or the rare mats to craft something good, if gear is just a consumable?

      Instead, I'd love to see Albion's PvP item trashing sink. It works because the victims in PvP don't care that some of their gear trashed on death (and are probably happy about it), and the killers are happy to find at least some intact gear.

      That mechanic powers the Albion economy, even with easy item repair.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Let's talk about recipes

      @stkmro said in Let's talk about recipes:

      RNG can also be introduced in determining whether experience can be increased when crafting a gear. For example, there is 50% chance that experience might not increase when an item is crafted.

      I very much hope the devs -don't- do that. 😞 Wurm Online had it, and I hated it. Made me feel like I was wasting my time playing.

      The current guaranteed incremental return on the investment of time spent is much nicer.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: What attribute(s) affect horse speed?

      I thought we were both wearing the same armor (Commoner clothes), but maybe not: so that could be it.

      posted in Questions & Answers
      Roccandil
      Roccandil
    • RE: Ward Shatter doesn't seem to work

      Hmm. I guess I expected it to work, because otherwise that globe seems really powerful. πŸ™‚

      posted in Bug Reports
      Roccandil
      Roccandil
    • RE: What attribute(s) affect horse speed?

      Hmm. I gave a horse to a friend, and he was definitely going slower on his. I kept having to stop and wait.

      Any idea what could have caused that, then? I didn't have anything speed related in my build, not that I know of anyhow.

      posted in Questions & Answers
      Roccandil
      Roccandil
    • Let us gather small stones from stone deposits

      I see that working like gathering sticks from trees: you get an option to gather small stones as well as hammer out a big slab.

      Failing that, I'd like to see campfires use fewer small stones. (Technically, you don't need stones at all to make a campfire; you could instead just clear the ground so the fire won't spread, or bank it with dirt.)

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • List drops in the Bestiary

      Would be cool if the Bestiary listed potential drops from known mobs (like abilities). (And if it does already, I missed it! πŸ™‚ )

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • Life Link didn't work

      I attempted to use Life Link on an ally in my party, but I got message saying I couldn't attack that character. We were both good-aligned (although I'm not sure why that would be an issue either way).

      posted in Bug Reports
      Roccandil
      Roccandil
    • Ward Shatter doesn't seem to work

      I got the ward shattering ability from the Grokoton Sage, and then attempted to use it on the Archmage Outlaw, but it had no effect on his ward bubble.

      posted in Bug Reports
      Roccandil
      Roccandil
    • Too many dirt roads?

      The maps have so many dirt roads and squares the world feels like a housing development project halfway to suburbia. πŸ™‚ That might make sense on Syndesia, but it really doesn't fit on Arboreus.

      What I'd love to see on Arboreus, instead of the ugly plots everywhere, are treehouses. πŸ™‚ Let us enter the big trees via an opening at the stump, and drop us at a little house plot "instance" with graphics showing that we're now way up the huge tree.

      Maybe even let the background of the instance show the actual map below (all mistified, of course).

      Would be even cooler if the Arboreus cities were really super-massive trees. πŸ™‚

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • Can't always collect "ready to harvest" herbs

      I'll get the hand icon, click on the herb, and nothing happens.

      This is different from when I've just been in combat, and gathering herbs is disabled. Some herbs in the same area I can gather, and others I can't.

      posted in Bug Reports
      Roccandil
      Roccandil
    • What attribute(s) affect horse speed?

      I noticed that some horses are faster than others, and that they have random attributes, but which attribute(s) affect speed?

      In my own character creation, I didn't see a speed stat affected by any of the attributes. Is it a hidden stat?

      On the other attributes, I'm assuming that a horse with high Con has more HP. πŸ™‚ I'm also wondering if a horse with high Strength can carry more weight without slowing down.

      posted in Questions & Answers
      Roccandil
      Roccandil
    • Primal fiber and dark splinter drop rate proportion

      Crafting primal weave requires one primal fiber and two dark splinters, but the only mob I found that drops those items drops far more fiber than splinters.

      I didn't see any other sink for the fiber, so I wound up with hundreds of extra fiber that I couldn't do anything with.

      Would be nice if the drop rates were changed to match usage, or if another fiber sink were added!

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Let's talk about recipes

      I can see that the basic idea of recipes is to tie crafting progression to the player, not to the city.

      With that in mind, a suggestion: Add a city building that allows players to buy both recipes and crafting training.

      Available recipes could be limited to research, meaning one city couldn't unlock all recipes. Crafting training could either provide direct exp (if there's a desire to reduce item spam), or an exp boost to actual crafting. The magnitude of training could also be gated by city level/research.

      That would tie cities back into crafting research and specializations, while keeping earned crafting progression tied to the player.

      Oh, and I was assuming city recipes wouldn't be an item: you'd just unlock it directly (so no buying recipes and selling them). Recipe items could still be a drop from bosses and chests, so hermits would still have a chance at them. πŸ™‚

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: There should be 2 slots for Bandage and Food.

      Another point: if the choice is between abilities and consumables, then in PvP abilities will have an advantage, because you can't lose them if you die. Far fewer consumables will be made for PvP, brought to PvP, or lost in PvP, which will negatively impact the economy.

      Conversely, if there were a separate hotbar for consumables, you'd be at a disadvantage if you didn't bring -some- consumables into PvP. That would tend to promote crafting, using, and losing more consumables, which can only be a good thing for the economy.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Let's talk about recipes

      @GorTavaro
      Perhaps introduce material "hardness", so that melee gear can take more punishment than ranged gear? Or, just give melee gear more total durability to make up for the difference.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: SephGamesTV: Feedback, issues and suggestions

      Good stuff! I agree with nearly everything. πŸ™‚

      Buy/Sell orders could be filled straight from the town’s market’s, regardless of which town/plaet it is.

      That would probably break the game's model, since the need to travel to get unique trade goods has a cascading effect across the worlds.

      For example, some players may specialize in taking goods to faraway cities to sell them. πŸ™‚

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: There should be 2 slots for Bandage and Food.

      @spoletta
      Wow, that's not fun! And it doesn't make sense, since a memorized ability isn't something you've got stashed in a pack or a belt somewhere (hence the whole "memorized" mechanic). πŸ™‚ How would the two even conflict?

      I think there ought to be a memorized ability bar -and- an inventory bar for consumables.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Let's talk about recipes

      @sephgamestv said in Let's talk about recipes:

      On top of that, the durability is too low to even bother right now. You can go farm for 2hrs and almost break a 200-300 durability piece easily if you're melee, why would you bother taking all the effort or grinding a lot of gold and mats, just to trash that piece in 2hrs ?

      Yes, it seems much more efficient to equip in primitive gear, and stop there. Because the game is so horizontally-oriented, how much more powerful does higher-level gear really make you?

      At this point, I suspect swarms of players in primitive gear can dominate everything.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Let's talk about recipes

      Albion solved item overflow by allowing you to dismantle full-durability items to gain more crafting exp.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
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