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    Topics created by Xzait

    • Xzait

      Mage Quarterstaff recipe not showing possible buffs
      Bug Reports • • Xzait  

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      Xzait

      After Alt + Tabbing to post the bug, it fixed it. Seems it is an uncommon bug, but still a bug.
    • Xzait

      Minor Bug: Cut road textures (not blending like usual)
      Bug Reports - Closed • • Xzait  

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      Xzait

      This is what the beginning of the change from blended mesh to cut mesh looks like:
    • Xzait

      Another Invisible wall in the middle of a road
      Bug Reports - Closed • • Xzait  

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      Xzait

    • Xzait

      Black Bears showing Animal Fat, when they don't actually have any.
      Bug Reports - Closed • • Xzait  

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      Rickmoorect

      @Xzait I can confirm this issue. Was happening to me last night. It seemed like any fat on a bear that also had 2 bones would just poof(I was only looting the bones).
    • Xzait

      Black Bear Animal Fat deleting itself.
      Bug Reports - Closed • • Xzait  

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      Xzait

      I was killing Black Bears and sometimes, when i took the Animal Bones first, the Animal Fat would vanish from the loot inventory, despite me not picking it up. It wouldn't go into my inventory, it would just vanish.
    • Xzait

      Road Speed Buff Bug?
      Bug Reports - Closed • • Xzait  

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      Xzait

      @Zori said in Road Speed Buff Bug?: I had also noticed that cart movement speed doesn't change at all, regardless whether you're in a paved road or not. I thought it did, but only by like 5%
    • Xzait

      Bow info screen bug
      Bug Reports - Closed • • Xzait  

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      Zori

      @catraccoon said in Bow info screen bug: This happens over unfinished buildings. It's not a bow problem. I had no unfinished buildings in my location when my bug happened.
    • Xzait

      Shortbow and Longbow Issues
      Bug Reports - Closed • • Xzait  

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      Xzait

      The Longbow, is described as a 'Heavy Weapon' and logically would cost more to make, being larger in size than a shortbow, however, this is not the case. The Longbow costs a mere 1 log and 1 Rope, has an attack speed of 1.2, weight of 1.5kg and pierce of 105-175. The Shortbow on the other hand, costs double the amount of resources to make, is classed as a Heavy weapon in the crafting menu, but a Light weapon in the info, but has the same weight as a long bow (despite the materials being literally 2x heavier), has the same attack speed, and again, being double the cost... it does less damage? I would assume the crafting requirements are around the wrong way and the Longbow should weigh 3kg or the Shortbow should weigh 0.5 or 0.75kg. I would also think Shortbows should attack faster, due to them being easier to handle, being less of an encumberance and taking a lot less force to fully draw for a much shorter maximum range. As much as this is, in effect, a fantasy game... please don't throw the realism of this out the window. I'm not gonna comment on the modifiers you can get from the different types of wood used, coz they seem to be placeholders if anything. Bows seem to be sorely overlooked unfortunately, having no info anywhere as to if any of the stats u choose at the start affects their damage (which i am now inclined to think, none of them do). Not having an option in the character creation (not even a mention for 2h characters that use dex instead of str for damage, which is even more surprising). Apart from that, the talent points r effective.... but because nothing else affects bows, it makes them feel really overpowered when u do have talents, despite other weapons getting the same amount of bonus. There needs to be a bow balance somewhere probably.
    • Xzait

      Invisible wall in the middle of the road
      Bug Reports - Closed • • Xzait  

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      Xzait

      Location on the map, to make it easier to find, instead of trying to match coordinates without a descent reference.
    • Xzait

      Permissions Buggy
      Bug Reports - Closed • • Xzait  

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      Xzait

      I was working along side someone that is both in the same town as me, and the same guild. I put a Fleshing Beam on my plot and activated all the permissions except public. They still couldn't access it, despite the guild box being checked and being in the same guild as me.
    • Xzait

      Water Seams
      Bug Reports - Closed • • Xzait  

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      Xzait

      In particular parts of the map, particularly in rivers, you can see where, what i assume is, where different parts of the map that have been created have been 'stuck together'. In water, it is especially noticable, showing a line of shadow from seemingly nowhere.
    • Xzait

      [FRAC-2084] Unfinished Carpenter Pathing Bug
      Bug Reports - Closed • • Xzait  

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      Prometheus

      Fixed in v.a.2.3.0e
    • Xzait

      [FRAC-2037] Honeynails in the wrong knowledge category
      Bug Reports - Closed • • Xzait  

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      Prometheus

      Fixed in v.a.2.3.3o
    • Xzait

      [FRAC-1804] Killing a rabbit with a bow
      Bug Reports - Closed • • Xzait  

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      Kralith

      I also noticed, Animals that got only killed by my totem of Wildfire does not count as my loot either.
    • Xzait

      Crafting not taking the right amount of rss and enemy looting issues
      Bug Reports - Closed • • Xzait  

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      Xzait

      I didn't see this in the bug overview/sumary thing, so I am assuming noone has posted this already. Whilst I was crafting, say i was making a wolf necklace requiring 1 thread and 10 wolf teeth... If i had 11 wolf teeth, it would consume only 1 and i would still have 10. This also happened with making cloth, requiring 5 thread. I had 7 thread, and i got a cloth, leaving 5 thread in my inventory. I then crafted 2 more thread with 1 fibre, and did it again succussfully another 10 or so times in a row, costing me only 22 threads instead of 55 threads, which is a HUGE difference. It always seemed to drop it to a multiple of the required amount. This could be used to break the market on much higher tier/more difficult items to craft with multiple rare drops of the same type required. I don't know if it was the cause of another bug i found though... I couldn't figure out how to auto loot corpses, so I was manually dragging the meat and stuff into my inven. If i had a stack of 9 in my inventory, and dragged a stack of say 4 on top of it, i would end up with a stack of 10 and no second stack of 3. The item i dragged wouldn't end up back in the creatures inventory either... just... gone. It happened with any pair of stacks that would total to over 10, not just a stack of 9 in my inven and a stack of 2 or higher on the creature. I am pretty sure it didnt happen with chests though.
    • Xzait

      Buildable items for plots
      Discussions & Feedback • • Xzait  

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      Jetah

      @Tuoni said in Buildable items for plots: @Xzait said in Buildable items for plots: @Tuoni said in Buildable items for plots: I would like to see a mill which players can use for making a different kind of flours and powders used in crafting. Milling grains, bones, horns, herbs, fruits etc. used for in cooking and alchemy for example. Also a blacksmith's workshop and forge would be quite obvious choise.. the mill could even be used to grind up powders for poisons i like the idea of workshop upgrading too. you are able to destroy items on your plot, so you could destroy your old crafting table when you make a more advanced one and dont need it anymore perhaps. Yeah for poisons too. I actually think that it is important to have a plot structure progression and upgrade system. Crafting better and wider selection of items and materials makes only sense to have higher level structures too. Upgraded structures can also unlock more QoL things, for example upgraded tanning tube have more slots and faster timers. In latest alpha test it was a really tedious job to craft only one item/material at the time. Maybe crafting stations could help here and offer option to craft several items for row. i'd like to see knowledge also attribute to faster times, it could also add additional slots, more production and less raw materials used. This works well in Eve Online. Eve also has stations with varying efficiency with crafting (they call it manufacturing but it's sci-fi). IE a station might have 5% efficiency with turning raw into useable minerals but the manufacturing might be 35% faster. or the refining (turning raw into usable) might be 50% but no manufacturing. The player built stations were similar too. Sometimes it's better to refine in one station, haul to another to build. Eve also has PoS (think small towns) that have certain addons, one such as the capital ship manufacturing. a Mothership and Titan could only be built in a PoS. These were 3 month long builds, took a bunch of resources and needed to be defended or you'd lose the build progress. With Fractured, instead of temporary towns, some better built items could be required a city or a monument/relic of some type. Once this item was built then competing guilds would know they're about to build something big. which may force them to come conquer the city.
    • Xzait

      The Forum Setup - Finding a Topic
      Questions & Answers • • Xzait  

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      Xzait

      oh, thankyou both!! that will help alot. Just hard to find if you are used to looking for just a box like most websites, lol
    • Xzait

      Hiya everyone!! :D
      Welcome to Fractured • • Xzait  

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      Gibbx

      @Xzait Hello and welcome aboard
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