This happens when someone already attacked that mob and then run away. The mob goes back to full hp, but he still "remembers" his first attacker.
Posts made by spoletta
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RE: "You have no right to loot this" after killing something solo
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RE: Crafting, and "long term goals" of community/devs
Your very vital feedback has been taken in consideration and tubs have finally found justice.
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RE: Crafting, and "long term goals" of community/devs
The following would be my ideal system:
All refining station can accept up to 99 of each item, and will keep working until they have materials inside. Having to load them again and again is not very casual friendly.
Smelting time to get regular ingots changed to 6 hours (to compensate for the fact that they will run without requiring a refill every 4 hours). The 16 hours of tubs is instead reduced to 12.
Smelters renamed to "Kiln" and advanced smelter to "Advanced Kiln", so that they are applicable to wood curing too (potentially also for alchemy).
Tanning tubs renamed to generic "Tubes", which are used for leather, cloth and hide.
Add a small charcoal pile blueprint, which occupies a 1x1 slot. Takes 8 wood and produces 4 charcoal in 6 hours. Personal plots rarely have the space to build the big ones. It is quicker but less efficient than the big ones, making it good for small self productions.
Limit of 1 kiln and one tube for each personal plot. Limit of 4 kiln per blacksmith and carpenter building. Limit of 4 tubs per tailor building. Limit of 2 tub and 2 kiln per workshop building.
T1 metal armors use "low purity" ingots, which are made in a second tab of the kiln in 10 minutes using only 2 ores and half the normal temperature. This way you can craft yourself a full plate with a little more than one cart of ore and 4 hours total of smelting. Reduce the durability of chainmail and plate armor to compensate.
Increase by a wide margin the durability of t2 metal armors.
All cloths, leather and hide need to be soaked in the tub before being used. This produces a "Cured" version of the base material. This is made in a second tab of the tub and takes 4 hours. These cured materials can be used for all t1 crafting.
For t2 you require the "Pristine" version which takes the standard 16 hours and produce 2 pristine materials for each 5 materials placed in. This may also require a specific technology respectively for cloth and leather/hide. Slightly increase durability of the t2 armors.Wood logs before being chopped into planks need to be cured in a Kiln. Identical process to smelting ingots. Each wood has its required temperature. Hardwood and softwood cannot be cured, they are only for charcoal piles and for buildings. Each tree gives only 1 log of its specific wood and the rest in hardwood. Each log when cut gives 2 planks. Change the cost of all wood productions (including shields) to 1 plank. Decrease the durability of wood weapons, so that they are balanced in effort/durability with the metal ones.
All shields are brought to t2 tech level, with corresponding recipes.
All in all this reduces the grind of t2 dropped materials (since all t2 armors get increased durability), but makes it so that cloth/leather/hide armors have an actual cost of base resources instead of only dropped t2 costs (like the metal armors).
It makes crafting t1 metal and leather armors far easier for the solo player, but less braindead to make hide and cloth ones.
Keeps wooden crafts as the easier version of the metal crafts, but brings them to be at least in the same ballpark.
Gives each plot a value in being able to refine a certain amount of resources, and this becomes a source of income for the solo players. This also ties the owners of a city more to its residents, since they are good providers of the refined materials once the city develops that tech. The city can only produce so much without getting help from residents, or it has to invest in additional crafting buildings, which has its own issues.And now I have spent 2 hours writing a post which no one will read, and that for sure will not be implemented because it implies too much dev time
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RE: Crafting considerations
I farmed in solo around 8-10k per hour in the previous beta.
Going there in a team would have decreased that. -
RE: Crafting considerations
@grofire said in Crafting considerations:
@spoletta why you say it 7? prove your point...
i will say it more like 2, and to prove my point, i will say that:- there is no advanced tech for solo
Techs are made by groups, which invest a huge number of resources in them. The solo player can then choose any settlement based on the techs he want and gain the benefit with almost zero investment, and almost zero contribution to the city.
- solo advancement in skills are super slow compered to group
Yes they are. This is the only point where we agree. The group distribution of KP is incredibly generous and makes partying up the optimal choice. Still, you can solo all the content.
- solo advancement in gold and loot is super slow compered to group
Gold is better farmed alone, so no, I reject this point.
- many game mechanics are gated like: farming, war (siege), and so on.
Anyone can sign up for a war. Farming is getting implemented for personal plots.
so to answer your question i would change all the 4 points above.
and some more laws like the purple HP, to get a better solo experience, and had somthing for the city players extra.
let me give you example:
i played many years in dragonraja Korean MMO, there the 2 nations could declare war one on the other, and fight on the map, but couldn't effect others, but solo players could sign to any side they want, and join the war.
most of the prize would have gone to the group since they declared the war, and some gone to the solo, this way solo players joined who ever had the less players, and the fight was better balance and still had many solo and group play.You are literally describing the current tech system that you are criticizing.
Nations declare wars -> Cities develop techs.
Solo players can sign to any side they want, and join the war -> Solo players can join any city they want and get the techs. -
RE: Crafting considerations
May I ask you what would be in your opinion a better system, which doesn't feel unfair to group players?
Right now the system is already VERY unfair to them. If I were to rate the system from 0 = totally group oriented to 10 = Lol why do guilds exist? then we are currently at 7. -
RE: Crafting considerations
Indeed I was not aware of the first version, but as you can see, even in a case where the dev thought it was a minor difference, for the sake of keeping it horizontal the devs changed it.
The devs are quite attached to their vision of the game, and are keeping to the initial design. They are not breaking promises.
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RE: Crafting considerations
It was never like that.
Skills had Alternatives, not levels. They were horizontal.
And nothing changed there, those alternative skills are still planned.
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RE: Crafting considerations
Do you realize that this is an horizontal progression game where technically equipment shouldn't matter? Asking for more tiers after t2 going of goes against the original idea of Fractured.
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RE: Crafting considerations
The previous city system has been removed because it was excessively punishing to solo players. If you were not part of a guild, you had no access to crafting. Period.
This game tries to make everyone happy, and allow a whole different range of play styles. One of those is wanting to play solo. This is why that city system was scrapped in favor of this one which allows all players to access the full crafting content, without requiring anyone's consent or approval.
Obviously you can't access ALL crafting, since this would make solo players superior to group players which are limited to what they develop inside their city.
This is the best compromise you can have. Both solo and group players have access to the same exact crafting capabilities and are subject to the same limitations. Sure, if your area gets abandoned you will feel the effects, but again, this is the same for everyone in the area. This isn't the game being mean to solo players. All players are in the same boat, solo or not. Actually, you got it better. Losing a city means losing a lot more work than just an house and a few smelters. When a city goes down it is a big impact for the area, but solo players are by far the ones less affected by it. 4k gold later and a few carts of stone, and they now have their chill home somewhere else, while that group will take weeks to recover what has been lost.
Even if that happens, you are not out of luck, since recipes are personal and not city based. Your city has gone down and you lost all techs? Well, you can still craft a lot of stuff in the starting areas while looking for a different spot (again, like everyone involved, not only solo players).
The current city system is any is perceived as being excessively skewed toward solo players. Guilds have to do all the work while a resident only has to leisurely select his city of choice and grab the fruits of that guild's work. Also, this is a sandbox, a game based on player's interactions. You may decide to play solo and not interact with anyone, but if someone's choice and actions have an influence on your game, that's not bad design. That's the literal definition of sandbox.
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RE: Can't access the Russian section of the forum
I access it without issues.
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RE: Can we get an answer on this?
Arboreus for sure will not have all the skills and resources, that goes against the design of the game.
A continent can be self sufficient by having enough, not everything.
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RE: Feedback on the new durability
@Yalah said in Feedback on the new durability:
@spoletta said in Feedback on the new durability:
I actually like that the % is the same for all items. It makes the poor and gold items more similar to each other.
If it wasn't for this % loss, gold items would have double the durability of poor ones, which is too much of a difference. Instead, gold items tend to live more since they suffer a lot less from day to day usage degradation, but have the same durability loss on death. This in my opinion is the right amount of difference between the two qualities.
I would agree if increased quality did anything beyond improving the durability, but it doesn't. In the current system you are actually punished more for getting k/o or dying while wearing Exceptional gear than wearing Poor.
For example: (purely making up numbers) Lets say that for every hour of gameplay you take 30 points of durability loss from being hit or using your items. This number is the same no matter the quality of gear.
If you are wearing Poor quality gear (say 300 base durability), every time you get knocked out causes you 15 durability loss. In other words, being knocked down gives you a 30 minute "durability penalty."
If you are wearing Exceptional quality gear (300 base, 600 max durability), every time you get knocked out causes you 30 durability loss. In other words, being knocked down gives you a 60 minute "durability penalty."
If you want to argue that quality is giving too much of a bonus to durability that is fine and can be addressed by lowering the durability bonus from quality to something less than 25% per level. You can even argue that people should be taking more durability loss from being hit or using items. However, the current % loss on K/O and death is illogical, backwards, and literally more punishing for using better items.
Edit: I'm not suggesting that higher quality items are not better than lower quality items. I'm stating the fact that being K/O or dying is a bigger punishment for people wearing higher quality items.
If durability bonuses were reduced to 10/20/30/40 I would be fine with K/O inflicting fixed durability damage (around 25).
If we also want to express our ideal changes, I would then change the durability loss from the current system which is a chance on every hit you receive, to being a chance for every 10 damage (after mitigation) suffered.
Same for weapons, they should degrade based on the damage they inflict.This way slow and fast weapons would degrade at around the same rate, and getting hit by powerful and slow attacks would be the same as being hit by fast and weak attacks.
But I understand that this would require dev time, and is not honestly worth it.
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RE: Can we get an answer on this?
I may be wrong, but as far as I understood they are meant to offer both. There will be high end PvE targets on there.
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RE: Can we get an answer on this?
Well that's not entirely true.
We are getting asteroids before release, which should provide the "Endgame pve" part of the game. -
RE: gamigo Spooktacular!
Mind, this isn't a Fractured event. This is a shared event between all Gamigo games.
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RE: If you make blueprints not permanent i fcking quit this game !
We already had a couple of threads on this matter.
I proposed for them to have limited uses or to remove them from the game. Not doing one of the two has no meaning.I would also be ok with having an alternative use for them. Just as long as they don't become trash loot in the next month.
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RE: Can we get an answer on this?
@DarthJafo Aerhen was added 2 years after Myr
I wouldn't count on another Arboreus continent coming out any time soon. For sure the next continent is from Tartaros. Then maybe the fifth one will indeed be a second Arboreus continent.
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RE: No enchants in the game use Destroy stat
Destroy is not the only issue.
Here you find the full analysis https://forum.fracturedonline.com/post/233699
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RE: Feedback on the new durability
We know that Prometheus at least is playing, even if obviously he keeps his char hidden.
Also, I may be wrong but I think that one ingot makes 5 lockpicks.