@PeachMcD i don't think it is a bug, but intended. Since the system changed, the Fertile Grounds in residental areas aren't city space anymore, but still related to town. You can't place anything there. Not even better roads
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Posts made by Kralith
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RE: Packaging Stations
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RE: PvP Build? Is the game balanced?
@Imyourfriend i am not an PVP player, so i can't say much at the builds, maybe others can help here.
But i can tell you about state of the game and the balancing.
This Game is far from being finished. It is actual in it's alpha phase and it is a real alpha, means not this, what you maybe know as EA (early access) from Steam, where the game should be almost ready for release.
That also means, the game isn't balanced at all, because there are not implemented all core features of the game.
The Devs already do a good job to balance things a bit, even it isn't a task for an alpha. Usually Balancing is a task for beta tests.
So don't expect any good balancing in PVP.
The actual state is just for testing this and giving useful ans constructive feedback to the Devs.Hope you enjoying anyways the game in its actual state.
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RE: Packaging Stations
@Ostaff THIS!
Once i wrote a suggestion about that, maybe you remember: https://forum.fracturedmmo.com/post/192555
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RE: Crafting Stations and Processing Stations
@Ostaff said in Crafting Stations and Processing Stations:
They need to log who puts what in and takes what out of processing stations as well if within the city boundaries.
This would be great, if we could get such a log, would make many things easier to manage inside a town.
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RE: Non-Forum Players
At least there should be more chat options ingame:
Direct Whisper - maybe restricted to an area like the local chat.
Town Chat - also restricted to the controlled area. -
RE: About 游戏的视角的控制及人性化。
@ShakingpencilLin can you please translate that in english? Nobody can read that and it makes the report also very unhandy for the devs.
If you can‘t write english, maybe someone of your country can translate it? -
RE: Bug and Feedback List Spring Alpha
The bank is bugged sometimes, a relog fix that in most cases.
It should be still accessible by everyone. If it is not, it would not make sense to unlock the town research of linked bank. @GamerSeuss @Xzait -
RE: Tanks get 0 Exp in groups
@Soza said in Tanks get 0 Exp in groups:
last hit to get knowledge.
It is not the last hit, that makes you eligible for getting KP, it is just based on to make enough % of damage.
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RE: Tanks get 0 Exp in groups
@killergoldfish As a Healer it isn't that big Problem (at least in small groups), you can use your MageStaff to hit the Creature while you wait for cooldown of your heal spells.
And you will make more damage than the tank.We was yesterday with 2 Heal-Mages and one Tank at the Forest Trolls to get his spells. And it was almost too much damage we both healer did with the staffs. We even needed to slow down, that our tank got the knowledgepoints.
And even then he sometimes got less than us.
We got 6% for each kill, he got either nothing or just 5%.Thats not fair at all for tanks and probably other supporter too.
In bigger groups it becomes more and more a problem, since it is very random, if you hit enough. Many creatures gives not a single Knowledgepoint, even you hitted it, just because it was falling too fast.
We experienced it yesterday at the vale with a group of 10 people (all in same party). I tried to get enough hits on at least 10 ghouls, to get the "you discovered xxx" for them.Also:
@killergoldfish said in Tanks get 0 Exp in groups:So they still haven't fixed how stupid the xp gain is. To me, it feels like the developers dosen't put much though into things and have the bigger picture
Yes it is a "stupid", means annoying, thing. But maybe it is not at highest priority, since you are able to "work around" this problem.
I also think, that the developer have at the moment more high priorities to get all the core features implemented, such things like KP gain are polishing/balancing tasks that usually is something for latest Alpha state or even Beta. Blaming them this way, isn't constructive. -
RE: +Spell Damage % does not appear to be functioning
@Shivashanti didn't you figured same?
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RE: Flickering between house and stairs
@Achereto can confirm that, i have the same visible flickering. Saw it at the stairs of our tavern.
Maybe related to our graphic settings, would be interesting, if everone sees it or just some people with special graphic settings.
I run my game windowed at 1920x1200 and with all settings to Ultra.
My graphic card is a Radeon RX480. -
RE: Dead mobs appear to come to life and die when you walk in range of them
I can confirm that behaviour.
I guess thats caused in the rendering of objects itself, that they get rendered in their normal state and the client shows up with a small delay the actual state of the object.
I think thats more a polishing problem, than a real bug. -
RE: Bugged Wood
This is a long time known bug.
No idea, where they set it on their to do list, but i guess not high priorized -
RE: Access to the Bank
@Xzait This happens often and yes i also was thinking it could be an issue with the roof, because when it happens, it is also hard to move out of the bank again, like if you run unter a bridge (the one in Heartwood per example).
If you relog, the problem is mostly fixed and you can access it again. But will be maybe not persistent. If you go out of the city and come back later, it can happen again.
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RE: Smelters
@argottt is this maybe same behaviour like in this report?
https://forum.fracturedmmo.com/topic/13657/claim-permissions-incorrect
Are you owner of this plot? Did you placed the Smelter Blueprint or your friend? -
[PVP QoL] Visible Relation of Residents+Citizen to own town
Soon player will get out of „Young Player“ state and become vulnarable.
I see a big problem for this reason related to towns.
We don’t have at the moment any visible marker for own citizen and residents. So it will be very hard to spot, if a player that runs around your properties is related to your town or not.
Maybe i am just picky, but how the hell we will be able to difference between „friends“ and „enemies“ if we cant see who is related to our own towns?
I see a big mess incoming, if townies think „Oh look, there is lurking someone at our controlled area, lets kill him!“ and then it turns out, it was just a new resident who wanted to be with us.
More problematic is this, because the names in the Citizen list are not related in any kind to the character names and you don‘t have any hint, that this is a citizen of your own. Per example if the player made a second character and you didn‘t remember the name of it, and he/she isn‘t joined your guild already, which is using a different system to be related to character names, different as for citizen, thats related to account names.For now as a caring Governor i just would have a chance to create offline a full list of my citizen and residents and send it to everyone with the please to watch an up to 300 people list, if this is a „friend“ or not. A pure non doable task.
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RE: Crafting Stations and Processing Stations
I can agree with this in reason of the changes of townsystem.
Especially the point of a more detailed permission system for town properties is very important.
For now, everyone who has access to the Stations can grab the stuff and use it for themself, especially for the long time processed stuff like tanning tubs and smelter. When the first marketplaces popp up, the problem may even more worse, since the people can just sell that stuff for own profit, even it was collected by the other towncitizen.
Yeah i know „then just invite people you totally trust as your citizen.“ but that doesn‘t solve the problem itself and would lead to a separation of strong bounded groups from new player.
Who ever will invite new player to their cities, if they don‘t have any control over them?
You not even can prove in any kind at the moment, if this new player act correct or if a townie you was trusting screwed a town? You probably will just accuse the new player and kick him.
If the system with literally no permission system is intended, every town will just close their walls in front of everyone else and a new player or playergroups will get locked out from everything.
We will surely not see any Newbie friendly town for that reason in future.
Sounds maybe harsh at this point from me, but that are my concerns.As for smelter and tanning tubs, also for storage buildings , i would like, if there would be the possibility to overwrite general permissions on them.
If we would have roles in town, like „new citizen“, „confirmed citizen“ , we could set at the permissions on some storages, smelter, tubs to „confirmed“ and the problem of the mess would be smaller.I can even imagine, that a citizen can „rent“ a smelter for it‘s own, means it is locked for others as long he is producing his stuff there. That should be probably restricted to one smelter, that not just a single citizen can lock all of them.
Or maybe making an own role of „Blacksmith“ and these people are caring for smelteries and processing and giving out the stuff to the people who requested a smelting.
Well that was just some thoughts how i can imagine to make the system of towns more controllable. Maybe other will see it totally different.
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RE: Switching Genders
We figured, if we see other people in wrong model, a zone change fix this again. But sometimes it comes back with another zone change.
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RE: Servers down
@djbaybokchoy look here are all informations.
But yeah, to join the Discord is a very good idea, it is also a good place for getting in touch directly with all player and get your questions answered quite fast. Or just hanging around with all of us.
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RE: April 1st Server Crash - What Happens Now
That can happen. IT is a bitch.
Lets cross our fingers, that they find the issue.And take yourself a break during eastern, everone need a rest sometimes.
Stay healthy and sane!