@Ruinous just use the right mouse button
Best posts made by Kralith
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RE: Suggestion : Hold ground button for casters and archers
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RE: Alpha 2 Testing rewards?
@Laveilath i guess he just forgot to add it.
Prometheus is quite stressed by all the work he is loading on hisself.
I understand, that it is important for many people, if there are announced community rewards, they should not get forgotten. Maybe we just need some patience and the hope, that the Studio gets someone who can care for all this community/marketing/entertaining stuff. -
RE: Bandage Hotkey
I would be highly up for that suggestion combined with Spolettas ideas.
But i would suggest just a single consumable slot, so that you have to chose, what you want to have in it. Either a remedy or a bandage or something else that we get later. like potions and food.
I like the idea, that your backpack isn't accessbile as long you are in fight. Would make much sense, because why you should grab into your backpack, when you get attacked by someone?
I don't really think it negates the balance, because we need to think about, that we will get much more consumables in future and with a restriction like spoletta suggested, you wouldn't be able to use them in masses.
Also the actionbar is made to keep the spells, consumables aren't spells and you not even can add every consumable in it yet. So i think they are just designed to hold our skills, and if everyone can have 8 for skills, nobody will have disadvantages. And to prevent, that you just put more consumables into the hotbar, just restrict the hotbar, simply don't allow to place consumables in another slot than the consumable one.Additional there could be some thoughts about this destroying items when you get attacked.
Just remove the destroy feature and add dropping stuff on ground.
Let it decay after 3-5 Minutes, if not picked up again.
There could be also some additional droping features, like droping stuff in water will remove it, as long it isn't an item that can swim.But well, last idea is maybe not suitable for Fractured and the limited ressources at the game studio staff.
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RE: Packing Station 5 Click Cart Load
@StormBug Exactly! Ouch!
I made a very similar suggestion about too a while ago. -
RE: City Management Feedback Thread
@Ostaff said in City Management Feedback Thread:
We also need the ability to "REMOVE BUILDINGS" !!!!!
We governors can remove each building and unclaimed personal plots.
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RE: City Management Feedback Thread
@OlivePit said in City Management Feedback Thread:
Limited choices builds diversification
Yes that is clear.
We surely wasn't meant to be self sustained.
Also, there are so many other techs that aren't implemented, so a basic town market (not player market) from start would not screw the system. You simply can't unlock all stuff, even if you would get highest rank and you want to have "all nice stuff".We also wasn't thinking about dropping the market, but other needs of our townies came first.
You literally don't need the first days a market, because you simply can't sell anything, either you need the stuff still for yourself or you simply can't use it the first days. And player don't have spared money the first days.Now we are locked by prestige, market was supposed to be the next, but well, we can't reach the next at the moment. So no market for us.
My suggestion would also not screw the market, just change their tech.
Town market means, just heavy materials selled by (vice-)governors as it was in previous tests. The Player stands you unlock with the market tech then. Would make much sense and would not work against the idea of Research.
Simply like other stations, basic stations aren't locked behind research, but you can upgrade them with a research. -
RE: City Management Feedback Thread
@Harleyyelrah a very good point.
In previous test we could ony ranking up once a day, but we also had to care for upkeep each day.
The weekly upkeep is fine for me, but i think the ranking up should get restricted by one rank per day, as it was before.
If you restrict it this way, the upkeep sacks would also not be a problem anymore, if they wouldn't need to pay during upkeep. Since paying the Money for Ranking and paying the Sacks for Upkeep is separated.But i am agreeing, during alpha an theoretically upranking time gate wouldn't help in any kind.
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RE: City level exploit on research points
@spoletta said in City level exploit on research points:
This leads to cities without shrines, banks or marketplaces.
I am still up for not hiding these three things behind researches.
Just make maybe hidden features on these buildings, like marketplaces give a fee to the town, if you researched Economy.If not such essential things are locked behind points, but real research of knowledge about things, you would not need to restrict points to that.
So it is totally playerdriven, you will have towns, that just can this one single thing till the mastery, others will make balanced towns, where you can do from all a bit, but nothing really good. -
RE: Thank you for everyone that participated in the Siege, some feedback from Criminal Hype.
When i decided to stay awake, i said i will regret it tomorrow.
I didn‘t regret, even i am totally destroyed today, sleepwise.My thank is also for everyone who was participating!
Special thanks to the defender, who jumped to the fight, even they know, they are not well prepared, or such noobs as i am.What should i say, it was going very fast. Awesome, how Prometheus was a bit surprised. And some good talks afterwards.
It was a joy to watch your record about it @munch
Chapeau about your coordination.@munch said:
The Reward
And where are all those sacks of food are coming from?
If you are doing a system like that, it would made sense that the food should go from the Defender's Town hall, and if they don't have enough food at the moment, The attackers would get the food, but the defender's town will be downgraded.It is exactly like that.
From our Townhall was taken 50k Gold and 80 Cereal and 40 Proteine Sacks, the amount you need to pay to make rank 12.
If we wouln‘t have these in the Townhalls storage, we would have been deranked to rank 11.Spawn Time
I can confirm, that the spawntimer is that short.
If we hadn‘t fight right next to the townhall, we would have a longer way to the battle again. Usually is the fight next to the defender flag the last step of the whole fight, if they have Palisades.
Also not to forget, you lose per death items, so you probably will not that strong as before anymore.
But i also think the respawn is too fast, at least it feeled like directly stepping into the fight again.
As a player who likes consequences in games, i even think finishing should be a hard thing to perform in a Siege and if someone gots finished, he is out of the fight at whole.
But i think, not much people would go with me hereGetting Knocked out
You should remove knocking down in sieges.
The mechanic of the knocking down may work in open world, but on sieges the knocking down doesn't make any sense.
Our experience was that we spent half of the fight ( yes it was a short fight, but it would be the same half of the time if the fight was longer) to actually finish the knocked out players, this shouldn't be the case.For this one i don‘t go with you, i think finishing can have an important place as i said above.
But even if it is as it is now, if you want loot from the opposite, you need to take this time, even it means you get distracted from the turmoil of battle.Flag Location and Mission
So the mission for the siege is to destroy the flag that is in front of the Town Hall, which is the respawn point.
As seen on the video and i counted the flag has something like 20k HP, and as seen on the video we destroyed it pretty quickly.
And one of the things that was said after the raid that the HP should be higher.
So our feedback is, is it doesn't really how much HP the flag would have, because few people will be able to destroy it naked with a weapon ( just taking Enrage and Deathbargain) and the flag is destroyed.
So we think the mechanic with destroying the flag should be abandoned, and instead there should be a Capture point, take for example Crystals/Arena/GvG in Albion, with the same concept, that you need to capture the location of where the flag is, And it will work like atleast 1 member of the attackers has to stand on the capture point without any defender in the circle for example for 5 minutes ( not straight but accumulative).
Because capturing shows dominance, and if you are the dominant team you will capture the flag.I am going here with you, the mechanic with the Flag is very bumpy.
Also to say, i not even noticed a Healthbar of the Flag, so i was like „What, why the flag was gone so immediately?“
There should be an very visible marker of the status of the flag.
I am sure, the fight would be more challenging, when a town has Palisades.
But i think, there should be a bit more challenge, once you break through the walls.
Sadly i don‘t have enough PVP experience to give here advices, how the fight would be better.
Just some thoughts from my side. Beside the Palisades, there could be some defending town builds, that you just can build up if a siege is declared. Some barricades or such stuff, that makes the path to the Flag a bit more difficult. But that this can work, we would need collision control at the Characters.All in all, i am glad, i stayed awake.
I am a carebear, but i don‘t mind to die for the good sake. -
RE: Feedback by @Oleh: A few suggestions for improving the game. Let’s have discussion.
My Feedback to @Oleh
- 1. If there will be a tax that a Governor can set, it should have not the limit to change once per month. Market can change fast and you will need to be able to react fast to it as a governor.
- 2. I would agree to that idea, to be able to change the Residental Taxes in a limit, but I think it is hard to implement, since it has a high risk of abusing this system.
You go for fishing Residentals with a low tax and once they builded all their houses, you raise it to max to grab their money. Depending how much stuff people already builded in their houses and how many Gold they stored for paying rent, it is not that easy just to move on to the next town without losing Money. - 3. Since Governors have full access to the towns money, such a system is in my opinion unnecessary.
- 4. The Raidsystem already gives the winning attacker the amount of Money and Materials that was payed by a City for their actual Rank.
- 5. The Global Wallet is now active for everyone. But I am agreeing, that here a kind of Tax would make the economy market more complex.
- 6. Fully agree with this. We need more Roles for Citizen and permissions for fields, time based stations and Chests to be able to restrict access.
- 7. New Game Elements will come if the game is going to be successful. For now i just would be happy if the game is going into a Release with full set of features from the Design Journals.
- 8. -nc-
- 9. -nc-
- 10. Sale of Plots would be interesting, but would need to have an implementation that you can give ownership of the plot to someone else without that the structures vanish. I don't see here enough use for it to waste Dev-Time for it, furthermore this Dev-Time should better get invested to fix the problems with plots as they are actually.
- 11. -nc-
- 12. I remember we discussed door permissions with the Devs in the past. If the thief features gets expanded, then we will need lockable Doors.
- 13. Don't agree on that, since there are special abilities that do this already and that you need to obtain and unlock with KP.
The animal taming items should stay for just animal taming use. - 14. To be honest, this one i don't understand. Would be nice, if you can specify the use of it. @Oleh
- 15. Is it not already like this, that you can't get attacked by strangers, when you are on your House Plot?
- 16. I don't see any meaningful use of these titles.
- 17. For now it is a simple system. If you are Red (criminal) and you get killed by a Sheriff, you go to jail. You can get bailed out or sit in Prison for an amount of time thats based on your Karma. After you get released, your Karma is resetted to Zero (at least so I am remembering from last test).
I would also like to have a more improved Criminal Punishment system. But i doubt we will get that, because it would take a huge part of the Dev-Time that is needed on other parts of the game. - 18. Fully agree with that! We need more Decorations!
- 19. How the system of traveling is implemented right now, i doubt there will be such one, even I would like to have more immerse features like that.
- 20. Same answer as for Fishing.
- 21. I don't agree with your suggestion for chat, BUT we need very urgently following changes for the chat:
- ability to turn off the automatical scrolling of chat
- Chat Tabs, customizable
- global Help-Chat
- global Trading Chat
- possibility to mute Chats
- Town-Residental Chat where all Citizen & Residentals are in
- Town-Citizen Chat for just Citizen
- Nation-Chat
- Whisper to a player
- 22. Hard to give this decision to the Gov, since the Harbor Tax is shared between the both cities, the one you travel from and the one you travel to.
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RE: NPCs needed in all towns even Player run towns.
I like the suggestion for NPCs.
like @GorethMolier mentioned, it would make the world more living.
Especially the Town Cryer and Minder that Doc ( @GamerSeuss ) mentioned I have also in mind.The Town Cryer could be configurable by Governors to tell the people in town about the towns news, status and maybe even history.
Then NPCs for workstations. I would go not per workstation, but one NPC per Workshop who keeps track of the stations in- and outcome and also will have a short instruction to the Workshop itself. (maybe just a link to the houses description.)
I could even imagine an Innkeeper behind the Taverns bar that act like the Marketplace, except you are limited to sell&buy only food related stuff.
This btw. would have a massive immersion on the Marketplace itself, placing NPCs behind every tent and make prefiltered stands. I would even be okay if everything just would be a link to the whole market, because player would not get crowded around the Markettable.Beside NPCs I would like to have the possibility to place signs with editable text.
Of course there has to be limits for the amount of signs per player that can be placed at towns and it's permission level.Like Doc said, NPCs that provide anything not player made, I never want to see in the game.
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RE: We're back, Baby!!!
@Fortie said in We're back, Baby!!!:
Hope we will migrate our accounts to GAMEFORGE client next time ....
@spoletta said in We're back, Baby!!!:
Prometheus did actually make a joke like that...
At least he can laugh about his own mistakes. That is very liberating.