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    Posts made by spoletta

    • RE: "Town controlled area" doesn't exist - how will that work in future?

      Honestly I believe that @idioticmaddog had the best idea in this regard.
      Restrict the resources to the residents of that region.
      A compromise between the actual system which allows too much freedom and the previous sytem which was too restrictive.

      Improves trading and gives "control" over an area.

      posted in Discussions & Feedback
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      spoletta
    • RE: Let's talk business! (And the lack of it)

      @idioticmaddog said in Let's talk business! (And the lack of it):

      1. Resources should be region locked, only those who are residents in the region can mine it.

      I really like this!

      This could be the correct compromise between allowing only the city to harvest it, and allowing everyone like it currently is!

      posted in Discussions & Feedback
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      spoletta
    • RE: Let's talk business! (And the lack of it)

      @Ostaff

      Oh, I like the idea about breaking the tech tree more.

      posted in Discussions & Feedback
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      spoletta
    • RE: City Management Feedback Thread

      Yeah, but now he has 10k gold!

      posted in Discussions & Feedback
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      spoletta
    • RE: City Management Feedback Thread

      As far as I understood, they were talking about the possibility to do that.

      posted in Discussions & Feedback
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      spoletta
    • RE: City Management Feedback Thread

      He said "resident" not "citizien".

      Kicking a citizien is obviously fine. He doesn't lose anything.

      If you kick a resident, he loses the house so you should be paying him quite the money.

      posted in Discussions & Feedback
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      spoletta
    • Let's talk business! (And the lack of it)

      Day 7 of the test.
      To my knowledge, none of the cities has developed the market place technology.
      The economy of this game is based around the concept that no one can be self sufficient because each area has only a specific set of resources and you need resources from far away places to properly prosperate.
      Regions in the far north and far south sorely need someone to supply them with iron, while regions in the center have no coal.
      Regions from the north provide all the reagents and skins from the trolls, regions from the south most of the dead oak and so on...
      Not to mention that a city can't develop all techs, so they are forced to rely on other cities for some of the crafts.

      So, why isn't this working? What has gone wrong? Why are all cities trying to be as self sufficient as possible?

      I would like everyone (and especially governors) to share their opinions on why things turned out like this and what could be changed to generate more trading between cities.

      I will start with my opinions on the matter and possible solutions:

      1. Tech points are few and precious. Having to use one on a tech which to work needs the cooperation of other cities, feels risky.
      2. Gold doesn't really hold value right now. We needed it at the beginning of the test for all those houses and city upgrades, but what use does it have now? The idea of separating from our resources and items in exchange for gold, doesn't sound very good.
      3. We have a deep distrust between cities.
      4. We don't have enough non citizien residents. The marketplace is an item exchange point even inside the same region, but since all cities have mostly made all the residents citiziens and tipically guilded them, we are already organized on that front.

      Put all this together, and we have the current situation where we prefer hauling carts over half a continent.

      So, what do I think that it should be done to improve the situation?

      Personally I would go with the following solution.
      I think that we all agree that if it didn't require a tech, we would all build one in our cities. But then you remove options from the tech tree, and having multiple choices is good. So I think that the marketplace tech should remain. It could just be an upgrade though. Something that you do to get a bonus in a city which is focusing its efforts in being a trading hub.

      As such, I would make the market place a default building that you don't require any tech to build, but rewards to the city coffers only half of the usual income from the marketplace. The overcost is still payed, but half of it is simply gold sinked. You can then select the market place tech (rename it to trading hub) to gain that other half of the income AND the marketplace starts to generate prestige proportionally to the volume of the trades happening in it.

      So, what are your opinions and possible solutions on the matter?

      posted in Discussions & Feedback
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      spoletta
    • RE: Unrelated Clicking While Fighting

      Once I literally had to stop midfight with a wolf to open my backpack, grind his mate's bones into arrow heads, head to a tree, take some branches, attach them to the arrow heads and finally shoot it at him.

      posted in Discussions & Feedback
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      spoletta
    • RE: Some feedback from my travels so far

      I find that shortbows are superior to longbows, since they get bonus damage from both the perception tree and the dexterity tree. You also get access to more skills, like poison strike and verdant regrowth.

      Agree with all your QoL features, but they are probably coming later.

      posted in Discussions & Feedback
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      spoletta
    • Not sure if bug - Acid Arrows on Incorporeal Targets

      Could be intended behaviour, but I will still report it.
      When you shoot arrows (without a yew bow) at a wisp, if you are using the acid arrows skill, the arrow finds the target. Both the physical and acid damage get applied.

      Is it intended?

      posted in Bug Reports - Closed
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      spoletta
    • RE: City crafting bug 900% exceptional quality

      It was in the tooltip too.

      posted in Bug Reports
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      spoletta
    • RE: wolf respawn inside my house

      Don't take Mr. Silk out of my living room! He is part of the family now!

      posted in Bug Reports
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      spoletta
    • RE: Unrelated Clicking While Fighting

      @GreatValdus said in Unrelated Clicking While Fighting:

      @spoletta not sure of that, I've gathered a lot of plant fiber mid-fight! 😕

      Yeah, it seems to apply only to some elements.

      posted in Discussions & Feedback
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      spoletta
    • RE: Unrelated Clicking While Fighting

      Something like this seems already implemented.
      When fighting I can't interact with small stones and trees for example.

      posted in Discussions & Feedback
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      spoletta
    • RE: unbalanced pvp - unarmed naked mob griefer.

      @StormBug

      Easy there man, no need to get worked up.
      I was just warning you that these things can also happen by accident.

      posted in Discussions & Feedback
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      spoletta
    • RE: Crafting stations and wooden handles

      At least for now, that's how it works.

      posted in Discussions & Feedback
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      spoletta
    • RE: Bounty Hunting & Jails - Official Feedback Thread

      The following proposal is based on the concept that the devs don't have infinite time to dedicate to this system, so our suggestions should be easy to implement.

      We have some quite different opinions on this topic, but I guess that we all agree on the point that the minimum penalty is too high and that we would like a bit more flexibility in "Evilness".
      The risk vs reward is present currently, but it is very binary. By being red you risk a lot for a lot of reward. Many would probably like the option to be evil but with less reward and less risk.
      There are also a few players which would want pvp kills to be less punishing and less rewarding, tipically by implementing partial looting. Personally when I hear talks of partial looting in a full loot game, I die a little inside, but in this particular case I think that we can find a match.

      In particular, I suggest the following:

      Allow an action from a Red player to rummage through the belongings of a knocked down player. This doesn't open a loot window, but just rewards the Red player with half the gold in that player's bag. Most importantly, this happens without the player getting killed, just knocked down. The Red player loses karma when doing this, but a lot less than performing a murder.

      This small change actually has a lot of effects, because we are now distinguishing between the archetypes of "bandit" and "murderer". You can be a red player which goes around assaulting and robbing as a style of play, without fully murdering, but still looking for a good fight. Maybe stealing some carts while at it. Such a red player when he is finally taken down will have a low penalty, since he was less oppressive on the other players.
      You can obviously still be a murderer with the same current system, which is fine. You choose the most evil route and want the highest rewards, so when you get killed, you suffer harsh consequences.

      Being assaulted by a bandit means losing half your gold and part of your health bar. You keep your equip, half your gold and your loot. It is far less crippling and I think that it meets the needs of the pve/pvp crowd.

      In addition to this, the action of knocking down a player should give a karma penalty which depends on how purple was the health bar of that player. The weaker he was, the more "evil" it is to attack them, since it is more crippling for them. Attacking someone at full health bar and robbing them of some gold is a lesser evil, since the player will then just keep doing what he was already doing. Instead if the player was at 30% purple health bar before the assault, it means that you attacked a weak target (less risk for you) and that he now probably has to go back (more crippling), which means that you lose more karma.

      Now, we can talk about a less punishing system for the not so evil players. The current jail system is fine for any karma lower than -3k. At -3k it should correctly start from 24h, since you most likely murdered someone or robbed a lot of people (Any act of murdering shall immediately set you to at least -3k, because you are now a murderer).

      If you are not evil enough when caught, the jail system is not good.
      If we implement something like 500 gold and 2 hours, hunting them will not be worthwile for the Sheriff, which means that we will miss the sheriff/bandit player interaction. As such, the gold penalty imposed should be still be quite high even at low evil levels, but you are not sent to jail, you can play normally. Your bounty is posted outside the jail and you can pay it by yourself or others can do it, like the current system. You have 1 week to pay it. If you don't or if you ever set yourself evil again in that time, your karma becomes immediately -3k minus your previous karma, which means that if you are caught again there are at least 24 hours of jail waiting for you.

      So, all in all this system introduces with relatively few changes (mostly numerical changes and re using what is already there) a way for players to play the non consensual pvp part of the game without suffering the very harsh consequences of the current jail system, while being less oppressive on the victims. The old system is still in place for those players that wish to be very evil and cause big troubles for the victims.

      posted in Discussions & Feedback
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      spoletta
    • RE: Bounty Hunting & Jails - Official Feedback Thread

      Mostly agree with what was said.

      2k and 24 hours is just too much for simply flagging. The minimum penalty should be much much lower.

      I disagree on the concept that big zerg guilds will trivially bail out their members. Remember that every time they bail out someone, they are giving big cash to a bounty hunter. The more profits come from bounty hunting, the more bounty hunters there will be. Also, farming gold is not THAT easy.

      posted in Discussions & Feedback
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      spoletta
    • RE: Crafting stations and wooden handles

      Friends can use them if you set the privileges correctlyl. Currently there is a bug preventing that, but it will be fixed.

      Handles have no influence on the final properties of a weapon, only the metal counts.

      posted in Discussions & Feedback
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      spoletta
    • RE: Any information on an Archer build this alpha?

      They have power shot and ricochet.

      Power shot can also be obtained from the skelly archers, while ricochet is... yeah bad doesn't even start to describe it.

      posted in Questions & Answers
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      spoletta
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