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    Posts made by Harleyyelrah

    • RE: City Management Feedback Thread

      @OlivePit Marketplaces would not be limited to residents only. Marketplaces are like the banks, where anyone passing through the city can use them, or at least they were in the last test. And marketplaces being linked also has to be researched. So a lone city researching a marketplace actually hurts themselves by using the point for that rather than something like leatherworking. Just using that as an example. Neighboring people would be able to go to that marketplace to use it, but then they would want to reside elsewhere that has the crafting researched for their own progression.

      Mind you, I'm not saying that nobody should research marketplaces, and it does make sense that cities can't unlock everything at once, but the way it's currently set up, marketplaces would not be a big priority for cities to unlock. Maybe something needs to be tweaked there.

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

      Feels like the way the whole citizens/residents thing is set up is backwards, especially for a city governor that would like to have more control.

      A certain number of residents is required to rank up, but citizen numbers mean nothing. However, city personal plots tax rate can be controlled and set to 0, while residential plots cost 2k and 1k gold for weekly upkeep. If the resident number is the one that is important to ranking up, a guild governor would want to set up free city plots for non-guild residents so that we don't have to worry about them keeping up with the tax, not logging on anymore, etc, and assigning outside residential plot areas to guild members who we know WILL pay the taxes... just to keep the resident # for rank up. It seems backwards.

      On top of that, if the city gets sieged and loses then only the plots within the city can be lost, while residential area plots won't be affected... so why wouldn't a guild governor just do that, set their active guildies up as residents outside, and then give free plots inside the city to non guild "residents" who are unreliable for taxes/defense, since those inside plots are actually less worth due to the risks? I mean if you think about it possibly the city being a "safe spot" is also a bonus, but that doesn't really count for enough of an incentive.

      Possibly we might even want to switch it around and have a setting for "Residents only" for crafting permissions inside the city, meaning people who actually have claimed land plots within the city and the city territory have more "permissions" than only those who signed up as citizen and aren't "putting in their part". I do understand that the system is meant for being able to help out solo players have some viability but now it seems like weighing the importance of citizens vs residents needs a ton of tweaking.

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

      @Kazzier The reason why nobody has placed a marketplace yet is because it requires research points which are precious and take some effort to get. For example when it's a choice between unlocking crafting at higher tier mats or advance smelting or a marketplace, most would not choose the marketplace.

      posted in Discussions & Feedback
      Harleyyelrah
      Harleyyelrah
    • City Management Feedback Thread

      The city/residential area system is completely new for this latest Alpha test, and maybe it would be easier on Prometheus if we tried to gather all the feedback in one thread instead of each individually posting a new thread. Anyway, I'm a vice governor so I'd like to make a couple points first and hopefully others like @Alexian @Shivashanti @Ostaff @Dreamcraftwd @Rife @Jahlon @Kralith @Xzait will also chime in.

      My main issues with the system so far is:

      • Residents are counted towards rank up, but citizens don't seem to matter at all. # of citizens should count towards prestige or something, instead of being a dead number. Cities should want to gather more citizens as well as residents.
      • Residents don't risk anything at all if the city is sieged. Only the citizens who have plots within the city walls would be risking their homes. Meanwhile the residents get to enjoy all the benefits of the city's research without having to care about anything when siege comes. The extra bonus of being able to craft at city crafting stations doesn't outweigh the work of being a citizen. If a city has set permissions to both citizens and residents, then the citizens don't get any extra bonus at all and meanwhile have all the work of having to care about city upkeep and defense.
      • The city squares are TOO small! xD
      • Prestige is currently "broken"
      • We need a little bit more control over residential areas/being able to log residents.
      • Having some type of citizen & residents communication board or chat would be ideal.
      • The tech tree- is it intended to only begin getting 1 research point instead of 2 at the village level? Of course this will lead to cities specializing in certain things, but then having the market locked behind research as well discourages cities from wanting to spend those precious points on it.
      • Some type of symbol indicator (like the militia symbol status or the young player status) to tell resident accounts apart from random players. I say accounts because often we don't even know the outside residents at all and then can end up attacking them or their alts.

      Okay I'm done for now someone else add their feedback =P

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

      Some people in this thread have gotten way off track. Let's bring it back to discussion about the actual Bounty/Jail system.

      First off, just like @Kralith and @Alexian and some others have been saying. This is a system ONLY for Syndesia. Yes, it's true that most of the PvP community that cares enough about the game to post feedback on here actually plan to play on Tartaros, so when FULLY IMPLEMENTED, this system will not affect them. The PvP community is giving feedback based on a pvp point of view, telling what they see as flaws for the bounty/jail system. Attacking @Nekrage here when he's trying to give feedback on a system that ultimately won't affect his playstyle on Tartaros is completely immature and missing the whole point of the thread. He's not trying to ruin Syndesia and turn it into Tartaros. He's trying to give you feedback on this system from a pvp player's point of view.

      Likewise for the Arboreus players, they hate any type of PvP, whether it's "ganking newbies" OR "legitimate PvP", so their disdain for pvp content shows in what they have to say about the bounty/jail system too, yet it won't affect them either if they are planning to stay on Arboreus on release.

      However since both extreme groups are stuck on Syndesia for the time being, this is why it's such a hot debate.

      I propose that we try to split our feedback into two different section (if possible.)

      1. Feedback on the Bounty Hunting/Jail system in terms of the alpha test.

      2. Feedback on the Bounty Hunting/Jail system in terms of an actual feature on release.

      3. My feedback on the bounty hunting/jail system in terms of this alpha test:
        This was not a good time to implement that feature, because we are also getting more pvp focused communities into the alpha test. People who WANT to focus on pvp would align to evil JUST FOR THE OPTION OF BEING ABLE TO FIGHT ANYONE THEY COME ACROSS. I am not talking about the few who are intent on griefing/ganking/making others miserable. I am talking about the players who do actually enjoy pvp to the fullest and will go the extra mile to help test things like pvp balance, etc. Not all PVP players = evil gankers who only want to ruin the game for new players. PLEASE KEEP THIS IN MIND. If Fractured is trying to get feedback and reach out to the pvp communities, it does not help to have a system implemented at the moment that would punish new testers who are merely looking for as much pvp as they can get. Yes, I know there is the militia system, but that is completely overlooked and there is no incentive for pvp guilds to join a militia on the hope that other pvp guilds join a different militia. As of now the militia system in the test only leads to an artificial pvp environment. Which leads the pvp-loving players to go and flag evil so that they will have more pvp opportunities.

      Maybe the militia feature needs to be reworked into a more viable option, so that the bounty hunting/jail system feedback isn't all mixed up. I do understand that the pvp community needs to see that the bounty hunting/jail system is supposed to be a system to protect Syndesia. It's actually not really supposed to be a large scale pvp system at all. It's not supposed to be what pvp guilds are using as war against each other. xD
      But right now, the militias is not a viable option, so the bigger pvp groups ARE using this system as a type of war when it shouldn't be. And that probably mixes up the feedback a bit.

      1. My feedback on the Bounty Hunting/Jail system in terms of an actual feature on release:
      • The minimum sentence needs to be reduced. It needs to be based on the actual amount of negative karma the player has accrued. A minimum of 24 hrs/2k gold just for flagging evil and dying is ridiculous.
      • The prison system needs to be tweaked. I'm not exactly sure how yet, but there are a few good suggestions in this thread. For example the idea to make being a bounty hunter an attractive pvp status incentive. Etc.
      • There should be a reason to keep the "punished" player in game. Like @Nekrage said, time spent out of a game is actually bad for the game's longevity. There's a reason why games try to be more addicting! This is more from a marketing type of view than from any moral "oh he did a bad thing so he needs to be punished" type of view. Maybe some type of "community service" punishment that can be done that also lessens the jailed time if completed, so they can choose between paying the bail or serving the time or do community service? Possibly even a way that they could "escape" the confines of the actual jail cell but then still walk around being unable to use abilities and unable to interact with objects until the end of their sentence? I'm not sure.

      This is just what I can think of in the moment. Just my efforts to try to keep this thread on track. Now back to the game.

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

      The minimum punishments need to be reduced. As it currently stands, as soon as someone flags evil, they hit 0 karma, and then if they get killed by a bounty hunter they get sent straight to jail for at least 24hours or have to pay 2k gold. This is a ridiculously large amount as a MINIMUM punishment. For example, someone can flag as evil, then walk out of town, get killed and then instantly need 2k gold or their character gets locked for 24 hours in jail. They don't even need to have initiated any attack. If someone flagged as evil to try to steal a cart and then got killed, they would already have too severe of a sentence. Keep in mind, I am not talking about the max negative karma players who are running around killing others. I'm talking about the MINIMUM sentence, not the max.

      At least in terms of temporarily for the testing period, the minimum sentence needs to be reduced!!! The alpha test sessions are limited time, being jailed for 24 hours during a 30 day test is brutal. Gold sink would make more sense when servers are up forever, but right now they are not.

      Someone at 0 karma should have a much lighter sentence than someone at -6000 karma. This also provides more incentive for the really high level hostile players to want to engage in risky PVE as well. They will need to try to kill mobs to lessen their negative karma, or else risk the maximum sentence. I think that provides more intriguing gameplay instead of just high level hostile players jumping out at new players to kill them and then disappearing without a trace.

      Keeping my own personal preferred playstyle out of this one xD this is my specific feedback for the current law system. I'm waiting also to see how interesting it will be that you cannot be a bounty hunter and in a militia at the same time. How many will join a militia to pvp then?

      [Edit] I plan to do a more in-detail critique later on after testing more.

      posted in Discussions & Feedback
      Harleyyelrah
      Harleyyelrah
    • Jail System Bugged

      Hello! I decided to test the Jail system purposely to see what would happen.

      I'm aligned as Evil, but I didn't have any negative karma. In fact, this is my Karma status:
      6628f123-d431-46c4-8f6b-23439e2e5285-image.png

      But my prison status says:
      d6dc8263-93b2-46a5-b43c-4b23005dd4c0-image.png

      But when compared with the first prisoner this is what the prison status said for them: Supposedly Speedy said they had max amount of negative karma while I had positive karma
      9880cb3d-08a1-4636-8972-3b3842a2e995-image.png

      So how do we pay a negative amount of gold for bail?!

      This jail system definitely needs to be tweaked/reworked. But I am wondering how much of it is working as intended and how much is actually a bug.
      [Edit] - Forgot to add that there is a handcuffs icon that pops up on the bottom right of my screen, but when I click on it nothing happens. It doesn't show me a menu or anything. My guildie had to come to the prison to tell me how much my prison time/bail were on the board. Since my bail said a negative amount, my guildie clicked on the Pay icon to see what would happen, and nothing happened!

      posted in Bug Reports
      Harleyyelrah
      Harleyyelrah
    • RE: Patch Log - v.a.2.5.0e

      Thank you!!! Looking forward to those Legends for sure!!

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

      Something has to be done about how mobs behave after their original target uses stealth. It's not even pvp at that point if someone is pulling mobs and then running over to another player and stealthing so that the mobs turn and go kill that second player, it's pure griefing.

      posted in Discussions & Feedback
      Harleyyelrah
      Harleyyelrah
    • RE: Packaging Stations

      100% agree. Loading the packs one by one into the wagon is tedious, but fine as part of the Fractured experience.

      But having to click through 3 different UI "steps" before picking up 1 pack is ridiculous. 😢

      posted in Bug Reports
      Harleyyelrah
      Harleyyelrah
    • RE: Unable to claim land parcel

      The unclaimed plots on my screenshot (On my mini-map) are also having the same bug issue. Possibly housing plots that are near certain locations/terrain?

      https://i.imgur.com/UGqGH3e.jpeg

      posted in Bug Reports
      Harleyyelrah
      Harleyyelrah
    • The Oran'Thul is openly inviting new/solo players to join just for this Spring Alpha

      The Alpha test will be a minimum length of a month long, and some people just don't have the time to put in a ton of hours into a test phase that will be wiped. However, the more people testing, the better the feedback!

      So keeping this in mind...

      The Oran'Thul wants to help those who have not had a chance to test the city technology upgrades and also give players a glimpse of how teamwork in Fractured can be! Both our city and our guild are open to all in-game for the duration of this Spring Alpha test without you having to make any long term commitments! If you decide to join on a more permanent basis, we can work something out as well! 🙂

      Contact me (Harley) here or via the Fractured discord if interested!

      Happy testing!

      posted in Discussions & Feedback
      Harleyyelrah
      Harleyyelrah
    • RE: [PVP QoL] Visible Relation of Residents+Citizen to own town

      THIS. Our own guild members are safe but there are also citizens that are unguilded or part of other guilds. If cities are meant to be these community hubs then there has to be some visual indication of who is a fellow citizen.

      posted in Discussions & Feedback
      Harleyyelrah
      Harleyyelrah
    • Bugged Mining Nodes

      Cannot interact with these mining nodes. I specifically experienced it at this location but I have heard about more from others across the world map. If i come across them in game I'll add screenshots of the location but also anyone else feel free to add your screenshots. https://i.imgur.com/2nEFF7h.jpg

      posted in Bug Reports
      Harleyyelrah
      Harleyyelrah
    • RE: Patch Log - v.a.2.5.0d

      Thank you! Awesome fixes so far in both patches!

      posted in Discussions & Feedback
      Harleyyelrah
      Harleyyelrah
    • RE: Craft Button for Primal Weave Scholar Gear Doesn't Work

      @Prometheus When you have time! I have already heard a couple people able to craft primal weave scholar set from the starter town.

      posted in Bug Reports - Closed
      Harleyyelrah
      Harleyyelrah
    • RE: Craft Button for Primal Weave Scholar Gear Doesn't Work

      To clarify further - @GamerSeuss and @AlejoTheBear are correct, there is no issue with this craft when using the station in the starter town. Is that intended that the starter town crafting station has the higher tier unlocked by default?

      posted in Bug Reports - Closed
      Harleyyelrah
      Harleyyelrah
    • Craft Button for Primal Weave Scholar Gear Doesn't Work

      I was trying to craft a set of Scholar Gear at the crafting station using Primal Weave. After I clicked "Craft," there was no crafting time bar and the craft button turned into "cancel," but even after waiting a long while, nothing was crafting and my primal weave mats were not used. I'm not sure if it is only the Primal Weave that is stuck, have not tested substituting the other weave mats yet.

      posted in Bug Reports - Closed
      Harleyyelrah
      Harleyyelrah
    • "Young Player" Played Time is Resetting on Re-Log

      Maybe this is a tooltip visual bug, or maybe the actual played time is resetting. The count to the 20 hours of played time keeps resetting to zero when I relog. Surely it's not meant to be 20 hours played time as one session without relogging!

      posted in Bug Reports - Closed
      Harleyyelrah
      Harleyyelrah
    • Ranking up City Doesn't Remove Food Sacks

      Not sure if this is intended or a bug, but ranking up a city doesn't take away the required food sacks from the Town Hall. You only need to have the required amount IN your town hall, but it doesn't remove it after you rank up.

      posted in Bug Reports - Closed
      Harleyyelrah
      Harleyyelrah
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